Thursday, March 03, 2011

Second CfP for CIG 2011. Yes, the deadline has been extended!

Second call for papers -- deadline extended!
Call for tutorial proposals

2011 IEEE Conference on Computational Intelligence and Games

COEX, Seoul
South Korea, August 31-September 3, 2011

http://sclab.yonsei.ac.kr/~cig

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 2011 IEEE Conference on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this quickly moving field.

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
* 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

The conference will consist of a single track of oral presentations, tutorial and workshop/special sessions, and live competitions. The proceedings will be placed in IEEE Xplore, and made freely available on the conference website after the conference.

IMPORTANT DATES:
Tutorial and special session proposal deadline: March 15, 2011
Paper submission deadline: March 30, 2011 -- extended!
Decision notification: May 15, 2011
Camera-ready submission: June 15, 2011
Conference dates: August 31-September 3, 2011

General Chair : Sung-Bae Cho
Program Co-Chairs: Simon Lucas and Phllip Hingston
Competitions Chair: Julian Togelius
Publicity Chair: Clare Bates Congdon
Proceedings Chair: Mike Preuss
Tutorials and special sessions chair: Georgios Yannakakis
Local Chairs: Kyung-Joong Kim, Kyu-Baek Hwang, Eun-Youn Kim

Tuesday, January 25, 2011

CIG 2011

The 2011 IEEE Conference on Computational Intelligence and Games will run in Seoul, Korea, August 31-September 3.

This conference builds on the massive success of last year's conference, and we hope even to surpass the quantity and quality of that conference. So if you're at all interested in CI and/or AI in games, you need to be there.

Submission deadline March 15.

Monday, January 24, 2011

Super Mario data collection - play a game and contribute to science!

Don't ask what Super Mario can do for you. Ask what he can do for us. And what you can do for science.

We're running two separate data collection experiments using the Infinite Mario codebase. Both are connected with modelling player preferences and procedurally generating game levels.

If you have a few minutes to spare, please head over to this page and play a few short levels of Super Mario Bros and answer some simple questions. You will contribute to science and (hopefully) have fun at the same time.

Saturday, January 22, 2011

2011 Workshop on Procedural Content Generation (PCGames)

We're organizing the PCG workshop this year again (well, actually Gillian is doing most of the organizing), following the success of last year's workshop. Yes, it's co-located with FDG this year again. Which means it's in France at the end of June. Probably best to stay far away from it then, unless you're one of those people that like sunshine, good food, good wine and/or good scientific discussions then.

So, if you have any interest in procedural content generation, see you in France in June!

Wednesday, June 09, 2010

CfP: TCIAIG Special Issue on Procedural Content Generation

Call for Papers: Special Issue on Procedural Content Generation
IEEE Transactions of Computational Intelligence and AI in Games
Special issue editors: Julian Togelius, Jim Whitehead and Rafael Bidarra

The cost of manually creating virtual worlds for computer games is spiraling upwards. Procedural content generation (PCG), by which a computer algorithm generates game levels, art assets, quests, background history, stories, characters, or weapons, offers hope for substantially reducing the authoring burden in game development. Moreover, PCG has the potential to facilitate artistic expression and to promote creative experimentation, enabling individuals to create appealing games that otherwise could only be developed by large teams.

Automated content generation can take player behaviour history and player preference models as its inputs, and thereby create games that adapt to individual players. Content generation algorithms can also create novel game elements, in the process revealing new game potentials and improving our theoretical understanding of game design.

This special issue welcomes high-quality, mature work on procedural content generation for games. We welcome submissions relating to all game genres, including commercial games focused on entertainment, experimental indie games, web-based and social networking games, tabletop games, and serious games for simulation and education. Topics include but are not limited to:

* Procedural game level, scenario and quest generation
* In-game procedural creation of game objects
* Procedural creation of urban and natural environments
* Automatic layout techniques and generation of interiors
* Procedurally-assisted generation of art assets
* Adaptive game balancing and dynamic content generation
* Automatic generation of game rules and game variants
* Deployment of procedural generation within game design
* Case studies of industrial application of procedural generation
* Systematic evaluation of procedural content generation
* Combining manual editing with procedural generation of content

Authors should follow normal T-CIAIG guidelines for their submissions, but clearly identify their papers for this special issue during the submission process. See http://www.ieee-cis.org/pubs/tciaig/ for author information. Extended versions of previously published conference/workshop papers are welcome providing the journal paper provides a significant extension of the conference paper, and is accompanied by a covering letter explaining the additional contribution.

Deadline for submissions: November 1, 2010
Notification of Acceptance: January 15, 2011
Final copy due: April 15, 2011
Publication: June 2011

Thursday, December 17, 2009

CfP: 2010 IEEE Conference on Computational Intelligence and Games

First call for papers
Call for tutorial and special session proposals
2010 IEEE Conference on Computational Intelligence and Games
IT University of Copenhagen, Denmark, August 18-21, 2010
http://game.itu.dk/cig2010/

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 development, assisting designers and developers and enabling new types of computer games. The 2010 IEEE Conference on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this quickly moving field.

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
* 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

The conference will consist of a single track of oral presentations, tutorial and workshop/special sessions, and live competitions. The proceedings will be placed in IEEE Xplore, and made freely available on the conference website after the conference.

Paper submission deadline March 15
Tutorial and special session proposal deadline January 31

Wednesday, December 02, 2009

CfP: Workshop on Procedural Content Generation in Games (PC Games)

Workshop on Procedural Content Generation in Games (PC Games)

Co-located with FDG 2010 – Monterey, California – June 18, 2010

http://pcgames.fdg2010.org/

Overview

As computer games increasingly take place inside large, complex worlds, the cost of manually creating these worlds is spiraling upwards. Procedural content generation, where a computer algorithm produces computationally generated levels, art assets, quests, background history, stories, characters, and weapons, offers hope for substantially reducing the authoring burden in games. Procedural content generation has multiple benefits beyond reducing authoring cost. With rich procedural generation, a single person becomes capable of creating games that now require teams to create, thus making individual artistic expression easier to achieve. Automated content generation can take player history as one of its inputs, and thereby create games that adapt to individual players. Sufficiently rich content generation algorithms can create novel game elements, thereby discovering new game potentials. Finally, the procedural generation algorithm itself acts as an executable model of one aspect of the game, thereby improving our theoretical understanding of game design.


Important Dates

* Paper submission: Feb. 24, 2010

* Notification to authors: April 5, 2010

* Workshop held: June 18, 2010 (day before the main conference)

Workshop Organization

PC Games is a full-day workshop, with a peer-reviewed workshop program. Following a traditional working conference model, each talk session will have 2-3 paper presentations, followed by extensive time for questions and answers, as well as general discussion.

Research Areas

The PC Games workshop solicits paper submissions as either full papers (8 pages) or short papers (4 pages). PC Games welcomes research results that are either fully or semi-automated, in the following (and related) list of research areas. Papers will be published as part of the workshop proceedings.

* Procedural game level generation, for all game genres
* Procedural scenario generation for both entertainment and serious games
* Procedural quest generation, for single and multiplayer (online) games
* Procedural (non-player) character generation
* Procedurally generated game objects (e.g. weapons, vehicles, …)
* Procedural art asset generation, for a wide range of art assets
* Procedural creation of buildings, villages, towns, and cities
* Automatic layout techniques and procedural generation of interiors
* Procedural creation of natural environments, including terrain, water, clouds, plants, trees, etc.
* Procedural generation of crowds in real time
* Procedural animation of both procedurally and manually created content
* User control in procedural generation and intuitive input mechanism for procedural systems
* Construction and use of mixed-mode systems with both manual editing and automatic generation of content
* Integrating frameworks for procedural methods
* Procedural creation of background history and background stories for game worlds
* Adaptive game balancing and content generation based on prior player history
* Techniques for games that evolve and/or discover new game variants
* Procedural generation of computer and/or tabletop games
* Automatic generation of game rules
* Procedural generation of content for web-based and social networking games
* Player and/or designer experience with procedural content generation
* Models of player experience with procedurally generated content
* Theoretical implications of procedural content generation
* Meaningful incorporation of procedural generation into game design
* Procedural generation during development (e.g. for prototyping, design, testing, tuning, etc.)
* Lessons from historical examples of procedural generation
* Case studies of industrial application of procedural generation

Submission Instructions

Submissions to the PC Games workshop must follow ACM SIG conference formatting guidelines (http://www.acm.org/sigs/publications/proceedings-templates). Papers must be submitted using the Easychair submission system (http://www.easychair.org/conferences/?conf=pcgames2010).

Program Committee

Ruth Aylett, Heriot-Watt University
Rafael Bidarra, TU Delft
Ian Bogost, Georgia Tech.
Cameron Browne, Imperial College London
Simon Colton, Imperial College London
Eric Galin, LIRIS - CNRS - Université Lumière Lyon 2
Magy Seif El-Nasr, Simon Fraser University
Erin Hastings, Alion Science and Technology
Pascal Mueller, Procedural, Inc.
Ian Parberry, Univ. of North Texas
Jimmy Secretan, DiSTI Corporation
Ken Stanley, Univ. of Central Florida
Julian Togelius, ITU Copenhagen
Jim Whitehead, Univ. of California, Santa Cruz
Georgios Yannakakis, ITU Copenhagen
R. Michael Young, North Carolina State Univ.


The PC Games workshop is co-located with the 2010 Foundations of Digital Games (FDG 2010, www.fdg2010.org), which is an official conference of the Society for the Advancement of the Science of Digital Games (SASDG).
FDG 2010 is supported by a generous sponsorship from Microsoft Research.

Thursday, October 08, 2009

Publicity. I suppose it's good for something.

There's a new story about my research in New Scientist. A bit short, but apart from that correct. And in contrast to the previous stories about the autonomous car driving and the Mario competition this one is actually about my "core" research.

So, as one commenter said on my Facebook post about this, I'm getting more than my fifteen minutes of fame. The question is - what's this good for? Is it helping me do better research? Arguably not. And it doesn't seem to be impressing the girls either. I should probably just get back to coding.

Nothing to see here, move on...

Monday, May 25, 2009

Moving to ITU

I've just tendered my resignation at IDSIA.

The reason is that I've gotten a grant from the Danish Research Council for Technology and Production, allowing me to start working in the Center for Computer Games Research at the IT University of Copenhagen. I'll move on August 1st.

Writing this feels almost surreal, as I've been longing to move home for quite some time now. But this is not only about moving home. At least as important is that I'm moving from a world-class machine learning institute to a world-class games research group.

This closely mirrors the ongoing shift in the emphasis of my research efforts. I simply think that I have more good ideas within applications of computational intelligence methods to games and game design, than within the development of new computational intelligence methods themselves. Naturally, this has much to do with the former field being much younger and thus less exploited. More white spots on the map to fill in with bright colours.

So yes, I'm very happy right now.

Friday, April 24, 2009

How fun is Super Mario Bros?

Do you want to participate in some research? Please?

It's simple. Go to this address, play two levels of Super Mario Bros, and answer some questions about them. (Actually, it's not the "real" Super Mario game, but a customized version with some differences - you'll see!)

It's all part of a project that I'm involved in together with Chris Pedersen and Georgios Yannakakis at ITU. We're trying to investigate certain factors that affect entertainment in platform games and how to automatically optimize levels in such games. You'll hear about the results soon enough...

So, please play a game and contribute to science!