PCG Meets Autoplaytesting Unconference

Falmouth University, Penryn Campus, 20 October 2016

In recent years, procedural content generation (PCG) of assets has become mainstream in videogame design, and current developments include artistic explorations of PCG and whole-game generation. In parallel developments, automatic playtesting has grown from board game AI to have the potential to play complex real-time videogames. Bridging the gap between two separate but very related areas of game design (making content and testing games) has not yet been fully explored.

We will have an unconference on procedural content generation meets automated play-testing. Some of the world’s leading experts on AI in games, PCG, and automated play-testing will be attending this workshop, to explore how PCG and automated playtesting can be profitably combined for the benefit of both fields, leading to new opportunities for game design. There will be a strong focus on practical elements: sharing ideas, code, prototypes, projects, etc.

Suggested topics: Whole-game generation, competitive co-evolution, parameterised game spaces, PCG/autoplaytesting for entertainment purposes, machine learning for game design and playing, foregrounding PCG/autoplaytesting, mixed-initiative game design.

Confirmed attendees: Gabriella Barros, Simon Colton, Michael Cook, Joris Dormans, Swen Gaudl, Aaron Isaksen, Guillaume Levieux, Antonios Liapis, Michael Mateas, Katharine Neil, Mark Nelson, Ed Powley, Rob Saunders, Noor Shaker, Emily Short, Gillian Smith, Adam Summerville, Tommy Thompson.