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PCG Workshop


Call For Papers

Procedural content generation (PCG) has the potential to substantially reduce the authorial burden in games, improve the theoretical understanding of game design, and enable entirely new kinds of games and playable experiences. This workshop aims to advance knowledge in the PCG field by bringing together researchers and facilitating discussion. This workshop especially encourages researchers that do not specialize in games to explore game content as an application domain and share their insights.

Because academic workshops are a place for feedback and discussion of new ideas, our aim is to host three modes of submission and delivery: the standard full-paper format, the continuation of the demo session, and a short session for positions and provocations that will enable further discussion of topics and issues related to the community’s research and direction.

Important Dates

Deadline for paper submissions: TBA

Notification for accepted papers: TBA

Deadline for camera-ready papers: TBA

Demo submission date: TBA

Workshop date: TBA

Submission Guide



Papers may cover a variety of topics within procedural content generation for games, including but not limited to:

  • Real-time or offline algorithms for the procedural generation of games, levels, narrative, puzzles, environments, artwork, audio, sound effects, animation, characters, items, and other game content
  • Generation of non-game content such as text, poetry, art, and music
  • Case studies of procedural generation as applied for use in the games industry
  • Techniques for procedural animation, procedural art, and other forms of visual content in games
  • Work on procedural audio, music, sound effects, and other forms of audible content in games
  • Procedural generation of narrative, stories, dialogues, conversations, and natural language
  • Automated generation of game rules, variants, parameters, strategies, or game systems
  • Automatic game balancing, game tuning, and difficulty adjustment through generated content
  • Applications of PCG for digital, non-digital, physical, card, and tabletop games
  • Applications of PCG for Virtual Reality (VR) and virtual worlds
  • Applications of PCG for artificial life (and vice versa)
  • Issues in mixed-mode systems combining human generated and procedurally generated content
  • Tools and systems to aid players and game designers in creating their own content for games
  • Procedural content generation as a game mechanic
  • Distributed and crowdsourcing procedural content generation
  • Computational creativity and co-creation of games and game related content
  • Novel uses of AI and machine learning algorithms for generating and evaluating procedural content
  • Evaluation of player and/or designer experience in procedural content generation
  • Procedural content generation during development (e.g. prototyping, playtesting, etc.)
  • Theoretical implications of procedural content generation
  • Strategies for meaningfully incorporating procedural generation into game design
  • Lessons from historical examples of PCG, including postmortems
  • Social and ethical impact of procedural content generation
  • Applications to new games, content, or domains are especially welcome!