Our workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion on practices, principles, and challenges faced in the field. In keeping with the previous years’ workshops, we provide multiple avenues for the submission of work depending on your interests: including dissemination of completed research, position papers for challenges faced by the community and demonstrations of ongoing projects.

Academic research can be submitted as a full-length paper, as well as the option for short position papers to raise talking points for the PCG community.  For those with a keen interest in procedural generation methods and have work they wish to show, please consider submitting to our demo track.   Accepted demo submissions will be invited to showcase at our demonstration session on the day and will be hosted online for those who cannot make the event in person.  Please consult our Call for Papers for further information on formatting guidelines and submission deadlines.

Code of Conduct & Remote Participation

PCG  is a reflection of its community: a variety of eclectic and exciting contributions often imbued with traits of their designers.  These traits are derived from our personal experience, our cultural upbringing, and personal philosophies.  The procedural content generation workshop acts as a celebration of our community – from committee members to authors and attendees – that knows no distinction.

We are dedicated to providing a harassment-free workshop experience for everyone. We do not tolerate harassment of conference participants in any form, including verbal comments that reinforce social structures of domination, deliberate intimidation, stalking, or unwanted physical or sexual contact. Conference participants violating these rules may be sanctioned or expelled from the conference at the discretion of the conference organizers.

If someone makes you or anyone else feel unsafe or unwelcome, please report it as soon as possible. Harassment and other code of conduct violations reduce the value of our event for everyone. We want you to be happy at our event. People like you make our event a better place.

We are happy to provide remote participation for accepted authors where necessary if attending in person will prove taxing.  If you have any questions please do not hesitate to contact our organizing committee via our website or on twitter.

The Venue

The PCG Workshop will be hosted at the 2020 Foundation of Digital Games conference in Bugibba, Malta.  The conference will run from September 15th-18th, 2020, with the date and time of the workshop still to be announced.  Please consult the FDG website for more details.  Our schedule will be made available closer to the date of the event.

Header graphic (L to R)

As is appropriate for the PCG workshop, the header image is randomly selected from a pool of images from papers presented in past workshops:

2019 (a)

A Generalized Semantic Representation for Procedural Generation of Rooms, by J. Timothy Balint and Rafael Bidarra; Design-Centric Maze Generation, by Paul Hyunjin Kim, Jacob Grove, Skylar Wurster, and Roger Crawfis; Two-step Constructive Approaches for Dungeon Generation, by Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, and Julian Togelius

2019 (b)

Cozy Mystery Construction Kit, by Max Kreminski, Devi Acharya, Nick Junius, Elisabeth Oliver, Kate Compton, Melanie Dickinson, Cyril Focht, Stacey Mason, Stella Mazeika, and Noah Wardrip-Fruin; Stories of the Town: Balancing Character Autonomy and Coherent Narrative in Procedurally Generated Worlds, by Chris Miller, Mayank Dighe, Chris Martens, and Arnav Jhala; Anarchy: A Library for Incremental Chaos, by Peter Mawhorter


Tarot-Based Narrative Generation by Anne Sullivan, Mirjam Palosaari Eladhari, and Michael Cook; Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model by Daniel Karavolos, Antonios Liapis, and Georgios N. Yannakakis; ‘Play Your Own Way’: Adapting a Procedural Framework for Accessibility by Thomas Thompson and Matthew Syrett; Evolving Maps and Decks for Ticket to Ride by Fernando De Mesentier Silva, Scott Lee, Julian Togelius, and Andy Nealen


Generominos by Kate Compton, WaveFunctionCollapse by Maxim Gumin, Evolutionary Dungeon Designer by Jose Font, Alexander Baldwin, Steve Dahlskog and Johan Holmberg, Caves of Qud by Freehold Games.