• [CFP] 8th Workshop on Procedural Content Generation (PCG2017)

    From Tommy Thompson@21:1/5 to All on Thu Mar 16 14:36:24 2017
    CALL FOR PAPERS: 8th Workshop on Procedural Content Generation (PCG 2017) http://www.pcgworkshop.com

    Hosted at the 12th International Conference on the Foundations of Digital Games (FDG), August 14-17, 2017, Cape Cod, MA (hosted by Northeastern University)
    http://fdg2017.org

    This workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion on practices, principles and challenges faced in the field. In keeping with the previous
    years workshops, we provide multiple avenues for the submission of work depending on your interests: including dissemination of completed research, position papers for challenges faced by the community and demonstrations of ongoing projects.
    This 2017 workshop is adopting a theme to paper proceedings: 'PCG in context'. What do our generators say about the underlying systems we have designed and the designers who create them? Our theme aims to explore the biases inherent in PCG and the
    potential with which to subvert it. Papers need not closely follow the theme, but we will weight our decisions towards those that take these elements into consideration.
    Academic research can be submitted as a full-length paper, as well as the option for short position papers to raise talking points for the PCG community. For those with a keen interest in procedural generation methods and have work they wish to show,
    please consider submitting to our demo track. Accepted demo submissions will be invited to showcase at our demonstration session on the day and will be hosted online for those who cannot make the event in person. Please consult our Call for Papers for
    further information on formatting guidelines and submission deadlines.

    Submissions:
    Authors can submit their work to the PCG workshop in one of three formats:
    Full papers describing novel research (max. 10 pages including references). Provocations/position papers (max. 2 pages including references).
    Demos (Experienceable demo [if applicable] and 2 paragraph description)

    Important Dates:
    Deadline for paper submissions: Monday 22 May 2017
    Notification for accepted papers: 19 June 2017
    Deadline for camera-ready papers: 3 July 2017
    Demo submission date: 5 June 2017
    Workshop date: TBD 14-17 August 2017

    Topics:

    Papers may cover a variety of topics within procedural content generation for games, including but not limited to:

    Real-time or offline algorithms for the procedural generation of games, levels, narrative, puzzles, environments, artwork, audio, sound effects, animation, characters, items, and other game content
    Generation of non-game content such as text, poetry, art, and music
    Case studies of procedural generation as applied for use in the games industry Techniques for procedural animation, procedural art, and other forms of visual content in games
    Work on procedural audio, music, sound effects, and other forms of audible content in games
    Procedural generation of narrative, stories, dialogues, conversations, and natural language
    Automated generation of game rules, variants, parameters, strategies, or game systems
    Automatic game balancing, game tuning, and difficulty adjustment through generated content
    Applications of PCG for digital, non-digital, physical, card, and tabletop games
    Applications of procedural content generation for Virtual Reality (VR) and virtual worlds
    Issues in mixed-mode systems combining human generated and procedurally generated content.
    Tools and systems to aid players and game designers in creating their own content for games
    Procedural content generation as a game mechanic
    Distributed and crowdsourcing procedural content generation
    Computational creativity and co-creation of games and game related content Novel uses of AI and machine learning algorithms for generating and evaluating procedural content
    Evaluation of 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
    Strategies for meaningfully incorporating procedural generation into game design
    Lessons from historical examples of PCG, including postmortems
    Social and ethical impact of procedural content generation
    Applications to games other than Super Mario Bros are especially welcome! Applications to areas other than games are even more especially welcome!

    For more information, please consult the PCG workshop website.

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