Sparked by the strong interest in the Procedural Content Generation Workshop upcoming at FDG 2010, I have been working with Julian Togelius and Rafael Bidarra to create a special issue of the journal IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games (IEEE TCIAIG). Deadline for submissions is November 1, with publication aimed for June, 2011. Details below the fold.
Call for Papers: Special Issue on Procedural Content Generation
IEEE Transactions on Computational Intelligence and AI in Games
Special issue editors: Julian Togelius, Jim Whitehead and Rafael Bidarra
The cost of manually creating virtual worlds for computer games is spiraling upwards. Procedural content generation (PCG), by which a computer algorithm generates game levels, art assets, quests, background history, stories, characters, or weapons, offers hope for substantially reducing the authoring burden in game development. Moreover, PCG has the potential to facilitate artistic expression and to promote creative experimentation, enabling individuals to create appealing games that otherwise could only be developed by large teams.
Automated content generation can take player behaviour history and player preference models as its inputs, and thereby create games that adapt to individual players. Content generation algorithms can also create novel game elements, in the process revealing new game potentials and improving our theoretical understanding of game design.
This special issue welcomes high-quality, mature work on procedural content generation for games. We welcome submissions relating to all game genres, including commercial games focused on entertainment, experimental indie games, web-based and social networking games, tabletop games, and serious games for simulation and education. Topics include but are not limited to:
- Procedural game level, scenario and quest generation
- In-game procedural creation of game objects
- Procedural creation of urban and natural environments
- Automatic layout techniques and generation of interiors
- Procedurally-assisted generation of art assets
- Adaptive game balancing and dynamic content generation
- Automatic generation of game rules and game variants
- Deployment of procedural generation within game design
- Case studies of industrial application of procedural generation
- Systematic evaluation of procedural content generation
- Combining manual editing with procedural generation of content
Authors should follow normal T-CIAIG guidelines for their submissions, but clearly identify their papers for this special issue during the submission process. See http://www.ieee-cis.org/pubs/tciaig/ for author information. Extended versions of previously published conference/workshop papers are welcome providing the journal paper provides a significant extension of the conference paper, and is accompanied by a covering letter explaining the additional contribution.
Deadline for submissions: November 1, 2010
Notification of Acceptance: January 15, 2011
Final copy due: April 15, 2011
Publication: June 2011