Call for Papers

Procedural Content Generation Workshop

This workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion. To better foster feedback and discussion we are allowing extra time for discussion of each paper, a demo session at the end, as well as short soapbox style provocations/position papers.

Important Dates:

Deadline for paper submissions: May 18th May 25th
Notification for accepted papers:  Jun 15th
Deadline for camera-ready papers: Jun 29th
Demo submission date: TBD
Workshop date:  TBD


Authors can submit their work to the PCG workshop in one of three formats:

  • Full papers describing novel research (max. 10 pages including references).
  • Provocations/position papers (max. 2 pages including references).
  • Demos  (Experienceable demo [if applicable] and 2 paragraph description).

All submissions must be in PDF format, and comply with the ACM SIGCONF format. For authors using LaTeX, here is an ACM SIGCONF template that includes all the necessary files.  All submission are double blind.  Paper submissions will be through the EasyChair site, and demo submissions will be made through a Google Form.


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 procedural content generation for Virtual Reality (VR) and virtual worlds
  • 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 games other than Super Mario Bros are especially welcome!
  • Applications to areas other than games are even more especially welcome!