Call for Papers

Theme: PCG in Context

Exploring the biases, and potential to subvert bias, in procedural systems

This year, we particularly welcome papers related to the theme of PCG in context. This theme may include, but is not limited to, examining the ways that procedural systems can accidentally embed the socially-influenced biases of their authors or the data sets they sample from; the influence of PCG authors’ own design practices and interdisciplinary background on how they create computational design algorithms; procedural societies and how to be intentional about whether/how to represent oppression or injustice in those societies; procedural representations and generation of gender, sexuality, and other aspects of character identity; language and localization for procedural text; adapting procedural systems created for one purpose to new purposes; PCG for activist/political purposes; and more.

Papers need not closely follow the theme, but we will weight our decisions towards those that do.

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 and drinks session at the end, as well as short soapbox style provocations/position papers.

Important Dates:

Deadline for paper submissions: TBC
Notification for accepted papers:  TBC
Deadline for camera-ready papers: TBC
Demo submission date: TBC
Workshop date:  TBC


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 through the 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!