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2011 Workshop on Procedural Content Generation (PCGames)

Building on the great success from last year, we are pleased to announce that there will be a second workshop on Procedural Content Generation in Games, to be held this coming June 28 in Bordeaux, France, co-located with FDG 2011. The workshop focuses on advancing the state of the art in computational techniques for creating content for computer games by bringing together researchers to discuss novel research and important issues in procedural content generation. The deadline for long and short papers is March 11, 2011.

Overview

The goal of this workshop is to advance knowledge in the diverse and growing field of procedural content generation by bringing together researchers and fostering discussion about the current state of the field. Procedural content generation offers hope for substantially reducing the authoring burden in games, improving our theoretical understanding of game design, and enabling entirely new kinds of games and playable experiences.

Important Dates

  • Paper submission: March 11, 2011
  • Notification to authors: April 19, 2011
  • Workshop held: June 28, 2011 (day before the main conference)

Workshop Organization

PC Games is a full-day workshop, with a peer-reviewed workshop program. Following a traditional working conference model, each talk session will have 2-3 paper presentations, followed by extensive time for questions and answers, as well as general discussion.

Content Areas

The PC Games workshop solicits paper submissions as either full papers about results from novel research (8 pages) or short papers describing works-in-progress (4 pages). Papers may be about a variety of topics within procedural content generation, including but not limited to:

  • Offline or realtime procedural generation of levels, stories, quests, terrain, environments, and other game content
  • Techniques for procedural animation
  • Issues in the construction of mixed-mode systems with both human and procedurally generated content
  • Issues in combining multiple procedural content generation techniques for larger systems
  • Adaptive games using procedural content generation
  • Procedural generation of game rulesets (computer or tabletop)
  • Procedural content generation in non-digital games
  • Player and/or designer experience in procedural content generation
  • Procedural content generation during development (e.g. prototyping, playtesting, etc.)
  • Theoretical implications of procedural content generation
  • How to incorporate procedural generation meaningfully into game design
  • Lessons from historical examples of procedural content generation (including post-mortems)
  • Case studies of industrial application of procedural generation

Submission Instructions

Submissions to the PC Games workshop must be in PDF format and follow ACM SIG conference formatting guidelines. Papers should be submitted using the Easychair submission system: PCG 2011 submissions.

Proceedings

There will be an archival proceedings for this workshop. Current plans are to publish them as part of the FDG 2011 main conference proceedings which will be archived in the ACM Digital Library, as was done for PCGames 2010.


About the author:  Gillian Smith is a 5th year PhD student researching computer supported level design and procedural content generation. Her other interests include women in games and games in education. Read more from this author


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