Welcome to PC Games 2010, the Workshop on Procedural Content Generation in Games, held June 18 in Monterey, California, at the Asilomar Conference Center, and co-located with the 2010 Foundations of Digital Games conference.
This workshop constitutes the first time the worldwide community of researchers on procedural content generation has gathered together in a focused venue. To date, work on procedural content generation in computer games has appeared at multiple venues, yet many of the most active researchers have not yet met face to face. The PC Games workshop thus represents a gathering together of this community, to exchange ideas and develop a better understanding of the current state-of-the-art. In many respects, the activities involved in organizing this workshop, such as developing the call for papers and filling out the organizing committee and program committee, have served in many ways as a preliminary definition of the community.
For a first-time workshop, submission numbers were encouraging. Of the 13 total submissions, 6 were full papers (8 pages) and 7 were short papers or position statements (4 pages). Each paper received three reviews by members of the program committee, and their outcomes directly determined the final paper accept/reject decisions ratified by Rafael Bidarra, who acted in the role of Program Chair. Eventually, 11 papers were accepted, including 5 full-papers, for an overall accept rate of 84%. All accepted papers are included in this Proceedings and will be presented at the workshop. The explicit goal of the workshop was to encourage the community of scholars engaged in procedural content generation research to present new, or leading-edge ideas. The organizers therefore felt that an explicit bias towards accepting workshop submissions was important for building community in the area.
Proceeding Downloads
Adventures in level design: generating missions and spaces for action adventure games
This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been ...
Integrating procedural generation and manual editing of virtual worlds
Because of the increasing detail and size of virtual worlds, designers are more and more urged to consider employing procedural methods to alleviate part of their modeling work. However, such methods are often unintuitive to use, difficult to integrate, ...
Towards multiobjective procedural map generation
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. Two representations for strategy game maps are devised, along with a number of objectives relating to predicted player experience. A multiobjective ...
Analyzing the expressive range of a level generator
This paper explores a method for analyzing the expressive range of a procedural level generator, and applies this method to Launchpad, a level generator for 2D platformers. Instead of focusing on the number of levels that can be created or the amount of ...
Vectorization of gridded urban land use data
In the digital entertainment industry, cities are one of the largest artifacts modeled by artists. One alternative to modeling an entire city by hand is to use an urban simulation. Often, those simulations use a gridded terrain representation. ...
The use of functional L-systems for scenario generation in serious games
So called "serious games" have used games (in a sense, virtual environments) for reasons other than entertainment. Particularly within the training community, they have garnered increasing attention over recent years. However, means of generating new ...
Towards procedural level generation for rehabilitation
This paper introduces the concept of procedural content generation for physical rehabilitation. In this initial study a ski-slalom game is developed on the Wii platform that procedurally places the gates of the game according to player performance. A ...
Interactive genetic engineering of evolved video game content
Procedural content generation techniques can increase re-playability and lower the burden on developers by satisfying players' demand for new content. However, procedural content also creates an opportunity for new kinds of player-driven content ...
Toward proccedural decorative ornamentation in games
Castles, palaces, temples and cathedrals in the real world are densely decorated with ornamentation. Computer games, in contrast, usually have much less and appear Spartan in comparison. Game worlds, whether hand-made or procedural, require greater ...
Cellular automata for real-time generation of infinite cave levels
This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and ...
Polymorph: dynamic difficulty adjustment through level generation
Players begin games at different skill levels and develop their skill at different rates so that even the best-designed games are uninterestingly easy for some players and frustratingly difficult for others. A proposed answer to this challenge is ...
- Proceedings of the 2010 Workshop on Procedural Content Generation in Games
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
PCG'12 | 15 | 13 | 87% |
Overall | 15 | 13 | 87% |