PCG2019: Procedural Content Generation Workshop 2019 San Luis Obispo, CA, United States, August 26-30, 2019 |
Conference website | https://www.pcgworkshop.com/ |
Submission link | https://easychair.org/conferences/?conf=pcg2019 |
Submission deadline | April 18, 2019 |
Procedural content generation (PCG) has the potential to substantially reduce the authorial burden in games, improve the theoretical understanding of game design, and enable entirely new kinds of games and playable experiences. This workshop aims to advance knowledge in the PCG field by bringing together researchers and facilitating discussion. Because academic workshops are a place for feedback and discussion of new ideas, our aim is to host three modes of submission and delivery: the standard full-paper format, the continuation of the demo session, and a short session for positions and provocations that will enable further discussion of topics and issues related to the community’s research and direction.
Submission Guidelines
Authors can submit their work to the PCG workshop in one of three formats:
- Full papers describing novel research (5-8 pages excluding references).
- Provocations/position papers (2-6 pages excluding references) where only papers with page size between 5-6 will be published in the FDG proceedings.
- Demos (Experienceable demo [if applicable] and 2 paragraph description).
List of 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 new games, content, or domains are especially welcome!
Committees
Organizing committee
- April Grow is a Lecturer in Creative Computing at Goldsmiths, University of London. Her work focuses on the intersection of physical crafts and artificial intelligence for the benefit of novice and casual creators. Her published research topics range from expressive agent authoring, crafting systems in games, and procedurally drafted embroidery patterns.
- Ahmed Khalifa is a Ph.D. student in the Tandon School of Engineering of the New York University, under the supervision of Julian Togelius. He is a member of the Game Innovation Lab and is interested in level generation and search-based content generation. He is also an independent game designer/developer since 2005 and has released more than 30 games on various platforms.
- Sam Snodgrass is a postdoctoral researcher at Northeastern University working with Casper Harteveld. His postdoc research focuses on personalization and designer modeling in constructionist learning environments. He received his Ph.D. from Drexel University on the topic of machine learning for procedural level generation, and has been continuing to explore PCGML.
Venue
The PCG Workshop will be hosted at the 2019 Foundation of Digital Games conference in San Luis Obispo, California, USA. The conference will run from August 26th-30th, 2019, with the date and time of the workshop still to be announced. Please consult the FDG website for more details. Our schedule will be made available closer to the date of the event.
Contact
If you have any questions please do not hesitate to contact our organizing committee via our website or on twitter.