PCG2020: 11th Workshop on Procedural Content Generation Luzzu Conference Center Bugibba, Malta, September 15-18, 2020 |
Conference website | https://www.pcgworkshop.com/ |
Submission link | https://easychair.org/conferences/?conf=pcg2020 |
Submission deadline | May 16, 2020 |
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. This workshop especially encourages researchers that do not specialize in games to explore game content as an application domain and share their insights.
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.
Important Dates:
Deadline for paper submissions: May 2nd May 16th
Notification for accepted papers: June 5th June 19th
Deadline for camera-ready papers: June 19th July 3rd
Demo submission date: June 27th
Workshop date: September 15th
Submissions:
Authors can submit their work to the PCG workshop in one of three formats:
- Full papers describing novel research (5-8 pages in two-column, up to 12 pages in one column; excluding references in both cases).
- Provocations/position papers (2-6 pages excluding references, up to 8 pages in one column)
- Demos (Experienceable demo [if applicable] and 2 paragraph description).
All submissions must be in PDF format, anonyomized, and comply with the ACM SIGCONF format. For authors using LaTeX, here is an ACM SIGCONF template that includes all the necessary files. A Word template is also available. All submission are double blind during the review process. Paper submissions will be through this EasyChair site, and demo submissions will be made through a Google Form.
Due to the new ACM format guidelines, the final camera-ready version of the papers will need to be in the one-column manuscript format in the ACM SIGCONF version of the ACM Master Template ( https://www.acm.org/publications/taps/word-template-workflow ). Submissions for review can be in the original two-column format. To respect the original intent of workshop paper length, the page limit of the one-column format is longer than the page limit of the two column version.
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
- Applications of PCG for artificial life (and vice versa)
- 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!