[game_edu] Fwd: [IFIP-EC-NEWS] IEEE T-CIAIG Special Issue on Procedural Content Generation: Reminder: Just one week left until deadline!
Susan Gold
goldfile at gmail.com
Fri Nov 5 17:38:59 EDT 2010
Begin forwarded message:
> From: Julian Togelius <julian at togelius.com>
> Date: October 24, 2010 12:19:23 PM EDT
> To: icec <icec at listserver.tue.nl>
> Subject: [IFIP-EC-NEWS] IEEE T-CIAIG Special Issue on Procedural
> Content Generation: Reminder: Just one week left until deadline!
>
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> Call for Papers: Special Issue on Procedural Content Generation
> IEEE Transactions of Computational Intelligence and AI in Games
> Special issue editors: Julian Togelius, Jim Whitehead and Rafael
> Bidarra
>
> The cost of manually creating virtual worlds for computer games is
> spiraling upwards. Procedural content generation (PCG), by which a
> computer algorithm generates game levels, art assets, quests,
> background history, stories, characters, or weapons, offers hope for
> substantially reducing the authoring burden in game development.
> Moreover, PCG has the potential to facilitate artistic expression and
> to promote creative experimentation, enabling individuals to create
> appealing games that otherwise could only be developed by large teams.
>
> Automated content generation can take player behaviour history and
> player preference models as its inputs, and thereby create games that
> adapt to individual players. Content generation algorithms can also
> create novel game elements, in the process revealing new game
> potentials and improving our theoretical understanding of game design.
>
> This special issue welcomes high-quality, mature work on procedural
> content generation for games. We welcome submissions relating to all
> game genres, including commercial games focused on entertainment,
> experimental indie games, web-based and social networking games,
> tabletop games, and serious games for simulation and education. Topics
> include but are not limited to:
>
> * Procedural game level, scenario and quest generation
> * In-game procedural creation of game objects
> * Procedural creation of urban and natural environments
> * Automatic layout techniques and generation of interiors
> * Procedurally-assisted generation of art assets
> * Adaptive game balancing and dynamic content generation
> * Automatic generation of game rules and game variants
> * Deployment of procedural generation within game design
> * Case studies of industrial application of procedural generation
> * Systematic evaluation of procedural content generation
> * Combining manual editing with procedural generation of content
>
> Authors should follow normal T-CIAIG guidelines for their submissions,
> but clearly identify their papers for this special issue during the
> submission process. See http://www.ieee-cis.org/pubs/tciaig/ for
> author information. Extended versions of previously published
> conference/workshop papers are welcome providing the journal paper
> provides a significant extension of the conference paper, and is
> accompanied by a covering letter explaining the additional
> contribution.
>
> Deadline for submissions: November 1, 2010
> Notification of Acceptance: January 15, 2011
> Final copy due: April 15, 2011
> Publication: June 2011
>
> --
> Julian Togelius
> Assistant Professor
> IT University of Copenhagen
> Rued Langgaards Vej 7, 2300 Copenhagen S, Denmark
> mail: julian at togelius.com, web: http://julian.togelius.com
> mobile: +46-705-192088, office: +45-7218-5277
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--
Susan Gold
In a completely sane world, madness is the only freedom!
- J. G. Ballard
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