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Procedural Content Generation Workshop

I’m pleased to announce that the Call for Papers for the Workshop on Procedural Content Generation in Computer Games is now available. The PC Games workshop is co-located with FDG 2010 this coming June in Monterey, California. Deadline for submissions is February 24, 2010.

From the website:

As computer games increasingly take place inside large, complex worlds, the cost of manually creating these worlds is spiraling upwards. Procedural content generation, where a computer algorithm produces computationally generated levels, art assets, quests, background history, stories, characters, and weapons, offers hope for substantially reducing the authoring burden in games. Procedural content generation has multiple benefits beyond reducing authoring cost. With rich procedural generation, a single person becomes capable of creating games that now require teams to create, thus making individual artistic expression easier to achieve. Automated content generation can take player history as one of its inputs, and thereby create games that adapt to individual players. Sufficiently rich content generation algorithms can create novel game elements, thereby discovering new game potentials. Finally, the procedural generation algorithm itself acts as an executable model of one aspect of the game, thereby improving our theoretical understanding of game design.


About the author:  Jim is Professor and Chair of Computer Science at UC Santa Cruz. He has research interests in procedural level generation for computer games, as well as automatic bug prediction. His favorite games are Radiant Silvergun and Civilization IV.

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