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. 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 18th
Notification for accepted papers: May 18th
Deadline for camera-ready papers: June 10th
Demo submission date: June 20th
Workshop date: TBD

Submissions:

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

  • Full papers describing novel research (5-8 pages excluding references).
  • Provocations/position papers (2-6 pages excluding references) where only papers with page size between 5-6 will be published in the FDG proceedings.
  • 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 single blind during the review process.  Paper submissions will be through the EasyChair site, and demo submissions will be made through a Google Form.

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 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 new games, content, or domains are especially welcome!