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cfp: The Workshop on AI in Games AIG-08 Held at ECAI-08

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  • gonzalez_calero
    ** Apologies if you receive multiple copies of this announcement ** ** Please forward to anyone who might be interested**
    Message 1 of 1 , Mar 3, 2008
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      ** Apologies if you receive multiple copies of this announcement **
      ** Please forward to anyone who might be interested**


      The Workshop on AI in Games AIG-08
      Patras, Greece
      July, 2008
      Held at the European Conference on AI ECAI-08


      The Workshop on AI in Games AIG-08 is targeted to both academic
      researchers and practitioners that actively try to use new
      technologies in game development. The event continues previous efforts
      to bridge the gap between the two communities.

      > From an academic perspective, games are an excellent testbed for many
      AI fields. Puzzles and board games are typical applications of areas
      such as heuristic search and learning. Video games contain a large
      diversity of domains for both single-agent and multi-agent
      problems. They may or may not include features such as uncertainty,
      dynamic environments, and hidden information. New ideas in fields such
      as planning, search and learning can be developed and tested using a
      game environment as a testbed.

      On the practical side, games are a booming, multi-billion dollar
      industry. Recent years have seen an increasing focus on making the
      inhabitants of a game world smarter. The quality of a game is directly
      impacted by character skills such as navigating on a map, acting
      according to a meaningful plan, and learning from previous experience,
      which need to be implemented using AI algorithms.


      Relevant topics include, but are not limited to:

      * AI in classical games
      * AI in commercial computer games
      * Representational issues: modeling games
      * Game AI design: tools and methodologies
      * Competitions
      * Planning
      * Interactive narrative
      * Emotional modeling
      * Path planning
      * Affective systems, dialogue planning
      * Learning and adaptation in games
      * Opponent modeling in both classical games and video games
      * Real-time decision making
      * Execution management in real-time games
      * Space and time inference in video games


      We ask authors to submit technical papers in PDF format. Papers should
      be formatted in accordance with the ECAI style template and may be at
      most 5 pages long, including figures and bibliography. Visit
      http://www.ece.upatras.gr/ecai2008/substyles.htm for formatting
      instructions. Please submit papers via email to submissions-aig2008 in
      domain lab.inf.uc3m.es

      Please note that all submitted papers will be carefully peer-reviewed
      by multiple reviewers, and that low-quality or off-topic papers will
      not be accepted. Also note that all workshop participants must
      register for the main ECAI-08 conference. For each accepted paper, at
      least one author is required to register by the early registration
      date and to present the paper at the workshop. Proof of registration
      fees payment should be provided together with the camera-ready version
      of the paper.

      Workshop authors will maintain the copyrights of their papers (thus,
      following the workshop, they will be allowed to publish their work to
      another conference or journal). All that is required is that the
      workshop authors sign a permission allowing the local organizers to
      include their paper in the workshop's proceedings.

      The journal of the Spanish Association for Artificial Intelligence has
      shown interest in the workshop and will publish a special issue on the
      subject with the best papers under the authors' permission --- i.e,
      authors are free to either accept or reject this possibility.


      Paper submission: May 1st, 2008
      Notification of acceptance: June 1st, 2008
      Camera-ready copy: June 12, 2008
      Workshop Dates: To be decided between 21, 22 July 2008


      Adi Botea
      NICTA, Canberra Research Lab and
      the Australian National University
      8001 Locked Bag
      Canberra ACT 2601

      +612 6267 6310

      Carlos Linares Lopez
      Planning and Learning Group
      Computer Science Department
      Universidad Carlos III de Madrid
      Avda de la Universidad, 30
      28911 Leganes
      Madrid (Spain)

      +34 91 624 91 12 (office nr)


      Yngvi Bjornsson, Reykjavik University
      Adi Botea, NICTA and Australian National University
      Stefan Edelkamp, Dortmund University
      Pedro Antonio Gonzalez Calero, Universidad Complutense de Madrid
      Jaap van den Herik, Maastricht University
      Andreas Junghanns, QTronic GmbH
      Akihiro Kishimoto, Future University, Hakodate, Japan
      Michael van Lent, University of Southern California
      Carlos Linares Lopez, Universidad Carlos III de Madrid
      Hector Munoz-Avila, Lehigh University
      Alexander Nareyek, National University of Singapore
      Dana Nau, University of Maryland
      Jeff Orkin, MIT
      Scott Sanner, NICTA and Australian National University
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