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PCG Workshop

THE 16TH WORKSHOP ON PROCEDURAL CONTENT GENERATION (PCG2025)

Call For Papers

Procedural content generation (PCG) attracts significant interest from both academia and the games industry. PCG has the potential of substantially reducing the authorial burden in game creation, improving the theoretical understanding of game design and realizing its automation, and enabling entirely new forms of games and playable experiences.

This workshop aims to advance knowledge in PCG by bringing together researchers and developers, and facilitating discussion. Towards enabling fruitful discussion and feedback for work in all stages of completion, we will host three modes of submission and delivery: the standard full paper, the short position paper, and the demo format accompanied by a short paper.

Important Dates

  • Deadline for paper submissions: January 24th, 2025
  • Notification for accepted papers: February 21th, 2025
  • Camera-ready version: March 14th, 2024
  • Workshop date: April 15th, 2025

Submission Guide

We welcome submissions for one of the following threads:

  • Full Papers: Describing novel research related to the workshop’s themes (typically up to 10 pages in length, excluding references and appendices).
  • Short Papers: Research papers that are smaller in scope describing novel research related to workshop's themes (up to 6 pages, one column or 4 pages, two columns in length, including references). These can include (but are not limited to) research work that is still in progress or work that has preliminary results.
  • Position Papers: 2-page extended abstracts for authors to raise points of discussion within our community.
  • Demo Submissions: Exhibition pieces or in-progress work submitted as executable software or open-source library, with a 2-page extended abstract to support the submission. Demos will be shown during the session chaired for the workshop. Demo papers will not be included in FDG 2024 proceedings, but will be made available online.

Our review process will be double-blind. Papers that exceed the defined page limits for a given thread may be rejected without review. All papers page limit are including references.

The PCG Workshop will be held in conjunction with FDG 2025 and will therefore follow their submission instructions:

"As was the case in the previous years, we aim to publish the FDG 2025 proceedings in the ACM Digital Library (except Demo Submissions). ​FDG invites authors to submit short or full papers reporting new research. Both short and full papers need to be anonymized and submitted in the ACM SIGCONF version of the ACM Master Template to a paper track. All contributions should be submitted to EasyChair. The camera ready version of these papers must be in double column format"

 Papers should be submitted through the FDG EasyChair website (to the "Workshop on Procedural Content Generation" track).

Topics

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

  • Real-time, online, or offline algorithms for the procedural generation of games, levels, narrative, puzzles, environments, artwork, audio, sound effects, animation, characters, items, and other content.
  • Techniques for procedural animation, procedural art, and other forms of visual content in games and other areas.
  • Work on procedural audio, music, sound effects, and other forms of audible content in games and other areas.
  • Procedural generation of narrative, stories, dialogues, conversations, flavor text, poetry, and natural language.
  • Automated generation of game rules, variants, parameters, strategies, or game systems.
  • Social and ethical impact of procedural content generation.
  • Tools, languages and systems for automated game design (e.g. prototyping, play testing, etc.)
  • Automatic game balancing, game tuning, and difficulty adjustment through generated content.
  • Use of player and designer data to create computational models that can be used for generating or evaluating content.
  • Procedural Content Generators evaluators such as Expressive Range Analysis.
  • Tools and systems to aid players and game designers in creating and authoring their own content for games.
  • Applications of PCG for digital, non-digital, physical, card, and tabletop games.
  • Applications of procedural content generation in VR/AR/XR and virtual worlds.
  • Case studies of procedural generation as applied for use in the games industry.
  • Human-AI Collaboration to co-design and co-create game content using paradigms such as Mixed-Initiative Co-Creativity.
  • Challenges in mixed-mode systems combining human generated and procedurally generated content.
  • 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.
  • Distributed and crowd-sourcing procedural content generation.
  • Evaluation of player and/or designer experience in procedural content generation.
  • Lessons from historical examples of PCG, including postmortems.

Applications to new games and domains are especially welcome!