2010 IEEE Conference on Computational Intelligence and Games
Posted: 14 Jun 2010, 17:08
Call for Participation --- 2010 IEEE Conference on Computational Intelligence and Games (CIG)
Center for Computer Games Research, IT University of Copenhagen,
Denmark, August 18-21, 2010
http://game.itu.dk/cig2010/
* Early registration deadline: 15th of June! *
KEYNOTES
========
- Steve Rabin, Nintendo of America & DigiPen, USA
- Marc Cavazza, University of Teesside, UK
- Bruce Damer, DigitalSpace, USA
- Espen Aarseth, Center for Computer Games Research, Denmark
- Johan Pfannenstill, Ubisoft Massive, Sweden
SPECIAL SESSIONS
================
- Emotion in Games - Sensing and inducing player experience and affect
- AI and Computational Intelligence for Real-time Strategy games
- Game Mining
- Computational Intelligence in Racing Games
TUTORIALS
=========
- Dan Ashlock, "So you've evolved some strategies: now what?"
- Cyril Brom, "Basic AI techniques for videogame characters"
- Christian Thurau, "Game Mining"
COMPETITIONS
============
- StarCraft AI competition
- 2k Bot Prize (Game Turing Test)
- Simulated Car Racing Championship
- Ms Pac-Man Competition
- Mario AI Championship
DESCRIPTION
===========
Games have proven to be an ideal domain for the study of
computational intelligence as not only are they fun to play
and interesting to observe, but they provide competitive and
dynamic environments that model many real-world problems.
Additionally, methods from computational intelligence promise
to have a big impact on game technology and development,
assisting designers and developers and enabling new types of
computer games. The 2010 IEEE Conference on Computational
Intelligence and Games aims to bring together leading researchers and
practitioners from academia and industry alike to share the latest
advances in computational intelligence as applied to games.
Topics of interest include, but are not limited to, the following:
* Learning in games
* Coevolution in games
* Neural-based approaches for games
* Fuzzy-based approaches for games
* Player/Opponent modeling in games
* CI/AI-based game design
* Multi-agent and multi-strategy learning
* Applications of game theory
* Procedural content generation
* CI for Player Affective Modeling
* Intelligent Interactive Narrative
* Imperfect information and non-deterministic games
* Player satisfaction and experience in games
* Theoretical or empirical analysis of CI techniques for games
* Comparative studies and game-based benchmarking
* Computational and artificial intelligence in:
o Video games
o Board and card games
o Economic or mathematical games
o Serious games
o Augmented and mixed-reality games
o Games for mobile platforms
IEEE CIG 2010 ORGANISING COMMITTEE
==================================
General Chairs:
Georgios N. Yannakakis and Julian Togelius
Programme Chairs:
Michael Mateas, Risto Miikkulainen and Michael Young
Proceedings Chair:
Pier Luca Lanzi
Competitions Chair:
Simon M. Lucas
Industrial Liaison Chair:
Alex Champandard
Local Organizers:
Anders Drachen, Paolo Burelli and Tobias Mahlmann
Center for Computer Games Research, IT University of Copenhagen,
Denmark, August 18-21, 2010
http://game.itu.dk/cig2010/
* Early registration deadline: 15th of June! *
KEYNOTES
========
- Steve Rabin, Nintendo of America & DigiPen, USA
- Marc Cavazza, University of Teesside, UK
- Bruce Damer, DigitalSpace, USA
- Espen Aarseth, Center for Computer Games Research, Denmark
- Johan Pfannenstill, Ubisoft Massive, Sweden
SPECIAL SESSIONS
================
- Emotion in Games - Sensing and inducing player experience and affect
- AI and Computational Intelligence for Real-time Strategy games
- Game Mining
- Computational Intelligence in Racing Games
TUTORIALS
=========
- Dan Ashlock, "So you've evolved some strategies: now what?"
- Cyril Brom, "Basic AI techniques for videogame characters"
- Christian Thurau, "Game Mining"
COMPETITIONS
============
- StarCraft AI competition
- 2k Bot Prize (Game Turing Test)
- Simulated Car Racing Championship
- Ms Pac-Man Competition
- Mario AI Championship
DESCRIPTION
===========
Games have proven to be an ideal domain for the study of
computational intelligence as not only are they fun to play
and interesting to observe, but they provide competitive and
dynamic environments that model many real-world problems.
Additionally, methods from computational intelligence promise
to have a big impact on game technology and development,
assisting designers and developers and enabling new types of
computer games. The 2010 IEEE Conference on Computational
Intelligence and Games aims to bring together leading researchers and
practitioners from academia and industry alike to share the latest
advances in computational intelligence as applied to games.
Topics of interest include, but are not limited to, the following:
* Learning in games
* Coevolution in games
* Neural-based approaches for games
* Fuzzy-based approaches for games
* Player/Opponent modeling in games
* CI/AI-based game design
* Multi-agent and multi-strategy learning
* Applications of game theory
* Procedural content generation
* CI for Player Affective Modeling
* Intelligent Interactive Narrative
* Imperfect information and non-deterministic games
* Player satisfaction and experience in games
* Theoretical or empirical analysis of CI techniques for games
* Comparative studies and game-based benchmarking
* Computational and artificial intelligence in:
o Video games
o Board and card games
o Economic or mathematical games
o Serious games
o Augmented and mixed-reality games
o Games for mobile platforms
IEEE CIG 2010 ORGANISING COMMITTEE
==================================
General Chairs:
Georgios N. Yannakakis and Julian Togelius
Programme Chairs:
Michael Mateas, Risto Miikkulainen and Michael Young
Proceedings Chair:
Pier Luca Lanzi
Competitions Chair:
Simon M. Lucas
Industrial Liaison Chair:
Alex Champandard
Local Organizers:
Anders Drachen, Paolo Burelli and Tobias Mahlmann