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CfP: Third workshop on Procedural Content Generation in Games (PCG 2012) Organised in conjunction with the Foundational of Digital Games Conference (FDG 2012)

The third workshop on Procedural Content Generation in Games (PCG 2012) Organised in conjunction with the Foundational of Digital Games Conference (FDG 2012)

Important Dates
Full paper submission: March 8
Decision notification: March 29
Camera-ready deadline: April 5
Workshop held: 29th may (the day before the main conference)

Website: http://pcg.fdg2012.org/

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. This workshop follows two previous workshops (held in association with FDG 2010 and 2011), which were well attendend and highly appreciated by the participants. It also follows the recent special issue of IEEE TCIAIG devoted to PCG.

More after the jump


This workshop invites 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 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

Additionally, we intend to hold a joint session with the workshop on design patterns in games, which takes place the same day and venue. We therefore especially invite papers combining work on design patterns and games.

Organisers
Julian Togelius (IT University of Copenhagen)
Joris Dormans (Amsterdam University of Applied Sciences)

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