IEEE CIS GTC
Task Force on Procedural Content Generation

The procedural content generation task force, part of the IEEE Computational Intelligence Society Technical Committee on Games, brings together researchers and industrial participants interested in methods for procedurally/automatically generating game content. The term "Game content" refers broadly to those aspects of the game which can be generated automatically but is not NPC behaviour and not the game engine itself. It includes, but is not limited to: terrains, levels, maps, tracks, rulesets, particle effects, textures, music, narrative and characters.

The task force functions as a directory of researchers interested in the topic, promotes discussion through its associated discussion group, and promotes the sharing of knowledge on an external wiki. Membership is open to people who approach procedural content from any algorithmic perspective, regardless of whether it intersects computational intelligence or not.

PCG resources

PCG discussion group

PCG wiki

PCG events

PCG workshop at FDG 2010

Related Task Forces

Player Satisfaction Modeling and Optimization Computational Intelligence in Video Games

Members

Name, homepage or mail address, affiliation, interests within procedural content generation
Julian Togelius (chair)IT University of Copenhagen
Search-based PCG, evolutionary approaches, player modelling, levels, maps, game rules.
Cameron BrowneImperial College London
Combinatorial game design, MCTS, UCT.
Mike DickheiserAAAI, IGDA
Narrative, grammar-based, particle systems, GA.
Arnav JhalaUC Santa Cruz
Procedural Camera Control, Procedural Narrative Generation.
Simon LucasUniversity of Essex
Representations for content evolution, agent-based playability measures, Monte Carlo methods.
Mark RiedlGeorgia Institute of Technology
Narrative generation, interactive narrative, machinima generation
Kenneth StanleyUniversity of Central Florida
Interactive evolution, evolutionary content generation, particle systems, collaborative content evolution, cgNEAT.
Georgios N. YannakakisIT University of Copenhagen
Player satisfaction and experience modeling, affective games, player profiling
R. Michael YoungNorth Carolina State University
Generation of interactive narrative, cinematic camera control, cognitive models of the comprehension of game experiences.