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PCG Workshop

THE 12TH WORKSHOP ON PROCEDURAL CONTENT GENERATION (PCG2021)

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: April 19th, 2021

Notification for accepted papers: May 17th, 2021

Deadline for camera-ready papers: May 31st, 2021

Workshop date: TBA

Submission Guide

The PCG Workshop will be held in conjunction with FDG 2021 and will therefore follow their submission instructions:

The papers need to be anonymized and submitted in the single-column submission format using the ACM Master Template (https://www.acm.org/publications/taps/word-template-workflow). The authors of accepted papers will need to reformat them for publication, as described in the ACM workflow.

Our review process will be double-blind. Like previous years, authors may submit full papers describing novel research, position/provocation papers and/or short papers describing demos. Paper length should be relative to the contribution with a maximum length of 12 pages using the single-column format, excluding references.

Topics

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!