Workshop on Automated Game Design

November 9–10, 2026 · A workshop of AIIDE 2026 Federal University of Minas Gerais · Belo Horizonte, Brazil

The goal of the Workshop on Automated Game Design (WAGD) is to provide a home for advancing the conversation and state-of-the-art in automated game design (AGD).

Why AGD Now?

OVERVIEW IMAGE

Game design is increasingly becoming malleable — something that players engage with themselves, something that is procedurally generated and varied, and something that is fluid and always changing. The popularity of game-making tools like Fortnite Creative and Mario Maker, as well as the existence of popular ROM-hacking and randomizer communities, has encouraged an influx of people to play with game-making, which makes the study and understanding of game design and its underlying processes more important than ever. Daily challenges and roguelike variation now often reconfigure fundamental aspects of a game’s design as it is played, making it important to build better tools to understand and predict dynamic systems with an incomprehensible number of potential outcomes. The ubiquity of live access, games-as-a-service, and early access models means that even without runtime modifications, game designs are constantly in flux — creating an opportunity for researchers to study how intelligent systems and tools can understand and support designers working in these rapidly-changing game design spaces.

Beyond this, AGD is a forward-looking, exciting blue-sky research space that aims to open up entirely new ways to play and create games. AGD carves a unique space for designers and researchers to explore how we build systems that produce surprising and diverse game artifacts. AGD lets us explore the tooling at design- and run-time that pushes the envelope of what styles of game design and player engagement are possible. AIIDE is an ideal venue for such a workshop: it has historically been a home for AGD research, forming a conversation between maximalist approaches to automated game design and more specific game AI, mixed-initiative tooling, and procedural content generation research. Hosting this workshop can help turn up the volume of this conversation.

Want an easy introduction into the field? Let Mike Cook give you a quick overview:

Get Involved

We are now accepting submissions — and not just papers. Alongside peer-reviewed papers, we welcome demos, playable prototypes, and interactive activities you’d like to run with the room. Demos need only an abstract and a link to the artifact.

The submission deadline has been extended to September 27th, 2026 (AoE). Note that review is double-blind — anonymize your submission before uploading it. See the Call for Papers for full details.

Interested in joining, but not submitting anything at all? You are still welcome! Between presentations and collaborative design sessions, there is still a lot to offer. In-person attendance is required for workshop participation.

Please send any questions to samuel.m.shields@gmail.com.

Schedule

Monday, November 9th & Tuesday, November 10th, 2026
Federal University of Minas Gerais, Belo Horizonte

WAGD runs across two full days. Each morning opens with game jam time and an invited keynote; Monday afternoon is given to the accepted papers and demos, and Tuesday afternoon to a round table discussion. The game jam threads through both days and closes the workshop.

Monday, November 9th

9:00 – 9:30 AM Opening
9:30 – 10:30 AM Game Jam Brief & Team Making Introduction to the jam prompts and team formation.
10:30 – 11:00 AM Break
11:00 AM – 12:00 PM Keynote: Tanya X. Short Legible Generation — abstract and bio
12:00 – 1:00 PM Lunch
1:00 – 2:30 PM Paper Session Four accepted papers — see the paper list below.
2:30 – 3:00 PM Break
3:00 – 4:00 PM Demo Session Two accepted demos — see the demo list below.
4:00 – 5:00 PM Game Jam Work

Tuesday, November 10th

9:00 – 9:30 AM Opening
9:30 – 10:30 AM Game Jam Work
10:30 – 11:00 AM Break
11:00 AM – 12:00 PM Keynote: Michael Cook Seven Out Of Ten: Good Failures and Weird Successes in Automated Game Design — abstract and bio
12:00 – 1:00 PM Lunch
1:00 – 2:30 PM Round Table Group discussion on the round table topics below.
2:30 – 3:00 PM Break
3:00 – 4:30 PM Game Jam Work
4:30 – 5:00 PM Game Jam Shares Teams present what they built. Closes the workshop.

Paper Session

Monday, 1:00 – 2:30 PM

  1. AgentGraph Studio: A Visual Node-Based Multi-Agent Orchestration Framework for the Unity Editor Patrick So, Matthew So, Judah Goldfeder and Hod Lipson
  2. Self-balancing Minecraft Minigame: An Exploration of the Dual-Author System Benjamin Pratt and Jim Whitehead
  3. MVSE – A Modest Proposal for an Automated Intentional Camera System Mica Gardone and Rogelio E. Cardona-Rivera
  4. Narrative World Completion for Automated Game Design Yi-Chun Chen

Demo Session

Monday, 3:00 – 4:00 PM

  1. Spindet – Construction Kits for Opinionated Simulations Kate Compton
  2. You Are Rhyme: Making Shakespeare’s Formactions Playable Rachel Heleva, Kyle Mitchell and Josh McCoy

Round Table Topics

Tuesday, 1:00 – 2:30 PM

  • When does PCG become AGD?
  • Recapturing (or changing) vocabulary
  • System legibility
  • Making the algorithm playful
  • Foundational approaches to AGD

The round table discussion will be captured and written up as a workshop paper, with authorship attribution for participants.

Game Jam Prompts

Teams form Monday morning, work across both days, and share Tuesday at 4:30 PM

  • Games that make games
  • Wiring existing PCG systems together
  • Gameplay to aesthetics to gameplay to…

Keynote Speakers

Invited talks at WAGD 2026 — one each morning at 11:00 AM. See the full Schedule.

Tanya X. Short

Tanya X. Short

Kitfox Games

Monday, November 9th · 11:00 AM – 12:00 PM

Talk: Legible Generation

As a designer, it is often tempting to obscure your procedural systems and their logic, perhaps because you want your systems to seem “natural” or you want to lean on the player’s skills of observation. But procedural systems by their nature are already difficult to perceive, due to being embedded processes, compared to procedural content, which can be observed as discrete components. This talk argues that most designers should instead shift their attention to intentional overcommunication and visibility of their procedural systems, using the metaphor of legibility, and presents tools for evaluating and improving your systems’ legibility. Legibility is evaluated on terms of being distinct, clear, coherent, and meaningful, and tools offered include user story extraction, emotional core definition, progressive transparency, after-the-fact investigation, and omniscient player identity. Legibility of the procedural systems in Streets of Fortuna is a going concern, providing immediately relevant examples, and contrast to the design choices of comparable yet distinct Dwarf Fortress.

Tanya X. Short is the Captain of Kitfox Games and game designer of Streets of Fortuna, Boyfriend Dungeon and Moon Hunters, as well as the publishing head, overseeing publishing games like Dwarf Fortress and Caves of Qud. Her first job in the industry was as a production assistant in the Halo 2 marketing campaign in 2003, “ilovebees”. She’s also the co-founder and co-director of Pixelles, a feminist non-profit aiming to change games culture, and co-founded the Polaris Game Design Retreat. She also edited two textbooks with CRC Press, Procedural Generation in Game Design and Procedural Storytelling in Game Design.

Michael Cook

Michael Cook

King’s College London, Department of Informatics

Tuesday, November 10th · 11:00 AM – 12:00 PM

Talk: Seven Out Of Ten: Good Failures and Weird Successes in Automated Game Design

As AI researchers we are often looking to optimise a system or a solution, to search for the best, the most perfect way of solving a problem. But in creative domains we don’t always want to search for the ‘best’ solution, and prioritising optimisation leads us to search for metrics and goals that may not actually align with what matters to us as researchers. In this talk, automated game design researcher Mike Cook talks about the importance of the 7/10 game design, and why their AI systems’ most interesting outputs were incomplete, unfinished, broken or weird. The talk will look at why this is important for creative research work in general, and ask you to consider what is most important for your own research in this space.

Mike Cook is an AI researcher and game designer, currently working as a Senior Lecturer at King’s College London. He is the designer of the AGD systems ANGELINA and Puck, and the founder of PROCJAM, the Procedural Generation Jam. He was very briefly a world record speedrunner for a game about flipping coins.

Call for Papers

Submission deadline extended: September 27th, 2026 (AoE)

What You Can Submit

WAGD accepts two kinds of submission, and both get time in front of the room.

Papers. Peer-reviewed and published in the CEUR-WS proceedings for WAGD 2026. Short papers run 5–9 standard pages, full papers 10 or more, references and appendices included. A standard page is 2,500 characters.

Demos and interactive activities. Playable prototypes, generators, tools, installations, or an activity you’d like to run with attendees. These require only an abstract (roughly 250–500 words) and a link to the artifact — we evaluate the work itself rather than a write-up of it. If your generator makes something surprising, we would rather see it run than read about it.

Accepted demos can appear in the proceedings too: we collect descriptions of accepted demos into a single consolidated paper published alongside the rest of WAGD 2026. Taking part is optional, and we’ll invite you after acceptance — submitting a demo never requires writing a paper.

Submitting Your Work

Papers can be anything related to the field of AGD. This includes theory and vision papers, lofi/hifi prototype descriptions, and evaluations of AGD systems. We encourage maximalist approaches; AGD systems often sum many disparate pieces together. Don’t be afraid to be messy or over-scoped. Papers focused on large pretrained generative models are discouraged due to cost barriers, replicability concerns, and sufficient existing coverage at other venues.

All papers must use one of the following templates:

All submissions — papers and demos alike — are peer reviewed, and both are due September 27th, 2026. Works will be judged on their technical and research contributions, accessibility, replicability, and impact. Accepted papers are published in the CEUR-WS proceedings for WAGD 2026. Submissions of both kinds should be made through EasyChair, under the Automated Game Design 2026 track.

Review is double-blind. Submissions must be anonymized before you upload them: leave author names and affiliations off the manuscript, refer to your own prior work in the third person, and keep identifying details out of the acknowledgements. This applies to demos and interactive activities too — anonymize the link to your artifact, along with any repository, project page, or credits screen it leads to. If anonymizing an artifact is genuinely impossible, email us before the deadline and we will sort it out with you.

Not sure your work fits either track? Send it anyway, or email us first — we would rather see something half-built and interesting than nothing at all. And if you’d simply like to attend without submitting, register anyway! All are welcome to come and learn more about AGD.

Examples of Relevant Topics

Below is a (non-exhaustive) list of topics we are looking for:

  • Languages and formalisms for describing game design spaces. See VGDL (Ebner et al., 2013) or Cygnus (Summerville et al., 2017).
  • Automated systems that design physical or digital games. See Ludi (Browne, 2008) or ANGELINA (Cook, Colton and Gow, 2016).
  • Approaches for evaluating unseen games or spaces of games. Includes evaluating large design spaces for playability, balance, or emergence. See Expressive Range Analysis (Smith and Whitehead, 2010).
  • Mixed-initiative approaches to automated game design. See Tanagra (Smith, Whitehead, and Mateas, 2010) or Sentient Sketchbook (Liapis, Yannakakis, and Togelius, 2013).
  • Studies or surveys of automated game design or similar works in commercial games. See Mosa Lina (Steele, 2023) or Caves of Qud (Freehold Games, 2024) as example games to analyze.
  • Novel methods or combinations of methods for automated game design. See WaveFunctionCollapse (Karth and Smith, 2017).
  • Automated generation of game mechanics, rules, or progression systems. See Zook and Riedl’s work on RPG and Platformer games (Zook and Riedl, 2014).
  • Self-modifying game systems that change over time, either through engagement with players, a larger metagame, or story progression. See Galactic Arms Race (Hastings, Guha, and Stanley, 2009).
  • Systems that generate games scoped within a single platform or genre. See Karth et al.’s work on Game Boy RPGs (Karth et al., 2021), or BrawlerAGD (Shields et al., 2022).
  • Orchestration of multiple distinct creative facets or modalities. See Liapis et al.’s work defining orchestration as a central challenge for AGD research (Liapis et al., 2019).
  • Code-level AGD: synthesizing human-readable and human-editable code (within the context of an existing codebase) as an AGD approach. See Butler et al.’s work on program synthesis for boss behavior generation (Butler, Siu, and Zook, 2017) and Cook’s work on AGD-friendly software design patterns (Cook, 2020).
  • Techniques for inventing good game goals. See Davidson et al.’s work on searching for human-like goals in open-ended play environments (Davidson et al., 2025).

Key Dates

Submissions Open June 18th, 2026
Submission Deadline September 27th, 2026
Review Deadline October 4th, 2026
Submission Notifications October 11th, 2026
Publication-Ready Submission Due November 9th, 2026
Workshop November 9th–10th, 2026

All deadlines are at 11:59 PM AoE (Anywhere on Earth).

Questions on submissions, want guidance, or not sure if you’re a fit? Send an email to samuel.m.shields@gmail.com.

References

  • Browne, C. B. (2008). Automatic generation and evaluation of recombination games (Doctoral dissertation, Queensland University of Technology). [LINK]
  • Butler, E., Siu, K., & Zook, A. (2017, August). Program synthesis as a generative method. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-10). [LINK]
  • Cook, M. (2020, August). Software engineering for automated game design. In 2020 IEEE Conference on Games (CoG) (pp. 487-494). IEEE. [LINK]
  • Cook, Michael, Simon Colton, and Jeremy Gow. "The angelina videogame design system—part i." IEEE Transactions on Computational Intelligence and AI in Games 9.2 (2016): 192-203. [LINK]
  • Davidson, G., Todd, G., Togelius, J., Gureckis, T. M., & Lake, B. M. (2025). Goals as reward-producing programs. Nature Machine Intelligence, 7(2), 205-220. [LINK]
  • Ebner, M., Levine, J., Lucas, S. M., Schaul, T., Thompson, T., & Togelius, J. (2013). Towards a video game description language. [LINK]
  • Freehold Games. (2024). Caves of Qud (Version 1.0) [Video game]. https://www.cavesofqud.com/ [LINK]
  • Hastings, E. J., Guha, R. K., & Stanley, K. O. (2009). Automatic content generation in the galactic arms race video game. IEEE Transactions on Computational Intelligence and AI in Games, 1(4), 245-263. [LINK]
  • Karth, I., Duplantis, T., Kreminski, M., Kashyap, S., Kukutla, V., Lo, A., ... & Smith, A. M. (2021). Generating playable rpg roms for the game boy. [LINK]
  • Karth, I., & Smith, A. M. (2017, August). WaveFunctionCollapse is constraint solving in the wild. In Proceedings of the 12th International Conference on the Foundations of Digital Games (pp. 1-10). [LINK]
  • Liapis, A., Yannakakis, G. N., Nelson, M. J., Preuss, M., & Bidarra, R. (2018). Orchestrating game generation. IEEE Transactions on Games, 11(1), 48-68. [LINK]
  • Liapis, A., Yannakakis, G. N., & Togelius, J. (2013). Sentient sketchbook: computer-assisted game level authoring. [LINK]
  • Smith, G., & Whitehead, J. (2010, June). Analyzing the expressive range of a level generator. In Proceedings of the 2010 workshop on procedural content generation in games (pp. 1-7). [LINK]
  • Smith, G., Whitehead, J., & Mateas, M. (2010, June). Tanagra: A mixed-initiative level design tool. In Proceedings of the Fifth International Conference on the Foundations of Digital Games (pp. 209-216). [LINK]
  • Steele, L. (2023). Mosa Lina [Video game]. Lawrence Steele. https://store.steampowered.com/app/2116860/Mosa_Lina/ [LINK]
  • Summerville, A., Martens, C., Harmon, S., Mateas, M., Osborn, J., Wardrip-Fruin, N. and Jhala, A., 2017. From mechanics to meaning. IEEE Transactions on Games, 11(1), pp.69-78. [LINK]
  • Zook, A., & Riedl, M. (2014, June). Automatic game design via mechanic generation. In Proceedings of the AAAI Conference on Artificial Intelligence (Vol. 28, No. 1). [LINK]

Committee

The WAGD 2026 organizing committee

Samuel Shields (Primary)

Samuel Shields

IDEO; Shields Games and Research LLC

samuel.m.shields@gmail.com

Sam Shields is a Game Design Research Lead at IDEO and a recent PhD graduate from UCSC’s Computational Media department. Sam’s passions lie in understanding, designing, and implementing interlocking game systems that are expressive and surprising. He’s deeply curious about investigating “metadesign” (how we design design systems) for games. Some of his relevant prior work involves generating fighting games while tuning their properties to be competitively balanced (BrawlerAGD) and having an AI director try and tune a turn-based RPG for different audiences (FighterDDA). He’s an Esper mage and is currently going through a ska phase.

Max Kreminski

Max Kreminski

Cornell Tech

mkremins@cornell.edu

Max Kreminski is a creativity support tools researcher and assistant professor of Design Tech at Cornell Tech, making interactive software systems that enable new forms of playful exploration in creative domains. Their AGD work has focused on human-AI interaction design (Germinate); incorporating narrative into AGD (StoryAssembler, GBS); and authoring support for open-ended interactive stories (Dramamancer, Elsewise, Bonsai). Although conceptually skeptical of games and automation, Max is nevertheless a big fan of design.

Lana Rossato

Lana Rossato

Federal University of Rio Grande do Sul

lbrossato@inf.ufrgs.br

Lana Rossato is a PhD student in Computer Science at the Federal University of Rio Grande do Sul (UFRGS), Brazil. Her research focuses on Artificial Intelligence for Games, particularly Automatic Game Design, Procedural Content Generation, and Computational Creativity. She is interested in developing systems capable of generating, evaluating, and adapting games autonomously, with an emphasis on symbolic AI techniques.

Michael Cook

Michael Cook

King’s College London, Department of Informatics

mike.cook@kcl.ac.uk / mike@possibilityspace.org

Mike Cook is an AI researcher and game designer, currently working as a Senior Lecturer at King's College London. He is the designer of the AGD systems ANGELINA and Puck, and the founder of PROCJAM, the Procedural Generation Jam. He was very briefly a world record speedrunner for a game about flipping coins.

Rachel Heleva

Rachel Heleva

University of California, Davis; The Museum of Art and Digital Entertainment

rlheleva@ucdavis.org

Rachel Heleva is a PhD student in Performance Studies at UC Davis and a member of the Social Intelligence and Narrative in Games Lab. Her research focuses on computational poetics and AI systems for storytelling and interpretation, especially playable systems that use rules, constraints, and variation to make interpretive reasoning part of play. She is also the Executive Director of the Museum of Art and Digital Entertainment in Oakland where she leads public work in access to game design education and AI literacy.