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CfP: 4th workshop on Procedural Content Generation in Games (PCG 2013) @ FDG 2013, Chania, Greece

Call for Papers

The fourth workshop on Procedural Content Generation in Games (PCG 2013)
Organized in conjunction with the International Conference on Foundations of Digital Games (FDG 2013)

Important Dates

Full paper submission: March 4
Decision notification: March 25
Camera-ready deadline: April 1
Workshop held: between May 14 and 17

Website: http://pcg.fdg2013.org/

Further info after the jump



Procedural content generation (PCG) in games, a field of growing popularity, 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. The goal of this workshop is to advance knowledge in PCG by bringing together researchers and fostering discussion about the current state of the field. We invite contributions on all aspects of generating game content, using any method. Both descriptions of new algorithms, theoretical or critical analysis and empirical studies of implementations and applications are welcome.

We solicit 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 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
Case studies of industrial application of procedural generation
Issues in the construction of mixed-mode systems with both human and procedurally generated content
Adaptive games using procedural content generation
Procedural generation of game rulesets (computer or tabletop)
Techniques for procedural animation
Issues in combining multiple procedural content generation techniques for larger systems
Procedural content generation in non-digital games
Procedural content generation as a game mechanic
Automatic game balancing through generated content
Techniques for games that evolve and/or discover new game variants
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)

Authors are especially encouraged to submit work that has the potential to be adopted by the digital games industry.

Organizers

Alex Pantaleev, SUNY Oswego
Gillian Smith, Northeastern University
Joris Dormans, Amsterdam University of Applied Sciences
Antonio Coelho, Universidade do Porto

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