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.
Details below:
http://pcgames.fdg2011.org
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.