[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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