[game_edu] 2 CFPs on AI and Games

S. Gold goldfile at gmail.com
Mon Jan 14 11:15:47 EST 2008


The Fourth Conference on Artificial Intelligence and Interactive
Digital Entertainment
October 22-24, 2008
Stanford University, Palo Alto, CA, USA

Submissions deadlines:
Papers and Industry Track abstracts due April 22, 2008
Extended abstracts for demonstrations due May 6, 2008

www.aiide.org

AIIDE'08 - the Fourth Conference on Artificial Intelligence and
Interactive Digital Entertainment - is intended to be the definitive
point of interaction between entertainment software developers
interested in AI and academic and industrial AI researchers. AIIDE'08
will include invited speakers, research and industry presentations,
project demonstrations, and product exhibits. While traditionally
emphasizing commercial computer and video games, we invite
researchers and developers to share their insights and cutting-edge
results on all topics at the interface of entertainment and
artificial intelligence, including serious games, entertainment
robotics, and beyond. AIIDE'08 is sponsored by the Association for
the Advancement of Artificial Intelligence (AAAI).

PAPERS

Because AIIDE'08 crosses disciplinary boundaries, submissions will be
evaluated based on their accessibility to both commercial game
developers and researchers in addition to their technical merit.

Research Track
Research Track papers describe AI research results that make advances
towards solving known game AI problems or enabling a new form of
interactive digital entertainment. The novel technique should be
validated in a game prototype or test-bed, but need not be validated
in a commercial game. Research Track papers are evaluated by the
highest standards of academic rigor. The highest rated papers will be
presented in short lecture format. We hope to offer the next highest
rated group of papers the opportunity to present their work in a
poster session. Applicants submit a paper of no more than 6 pages in
the AAAI format for blind review (i.e. authors names and affiliations
are omitted). All papers will be allocated 6 pages in the proceedings
regardless of presentation format.

Industry Track
Individuals that have game development experience but lack the time
or need for publishing rigorous academic papers can alternatively
apply to the Industry Track. This track will include presentations of
AI techniques, issues, or case studies from the perspective of
implementing a product in the current commercial environment.
Presentation proposals will be evaluated on their potential for
conveying clearly elaborated ideas that have not been previously
described to an adequate degree. Industry Track applicants submit an
extended abstract describing the content of the proposed talk that
also includes one paragraph describing their game industry
experience. An extended abstract of two pages is sufficient, although
any length up to that of a full paper (6 pages) is acceptable.
Abstracts will be published in the conference proceedings.

Example Topics (List is Suggestive Only)
- Novel Solutions for Traditional AI Problems (Path planning,
animation/camera control, tactical/strategic decision making, terrain
analysis, user modeling)
- AI Supporting Novel Game Concepts or Gameplay Elements
(Interactive drama, narrative/character development, NPC
coordination, NPC belief/attitude/emotion modeling)
- AI Architectures for Games (Automata, scripting, planning, level
of detail)
- AI Support for Game Production (Game design, content creation,
testing)
- Other Entertainment Applications of AI Technologies (Robotics,
natural language processing, reinforcement learning, neural networks,
Bayesian networks, genetic algorithms, logic, rule based systems)
- Commercial AI Implementations (Case studies, implementation
analysis, comparative evaluations)

Submissions
Electronic submission of papers and extended abstracts is required.
All submissions must be in PDF format, no longer than 6 pages
including references, and formatted in AAAI two-column, camera-ready
style (see the author instructions page at http://www.aaai.org/
Publications/Author/author.php). Full submission instructions will be
available at the AIIDE web site (www.aiide.org) after March 15, 2008.
Research Track papers and Industry Track extended abstracts must be
submitted by April 22, 2008. All accepted papers and extended
abstracts will be published in the conference proceedings. At least
one author must register for the conference by the deadline for
camera-ready copy submission. As AIIDE is an academic conference, all
attendees including presenters pay a registration fee. AIIDE'08 will
not accept any paper that, at the time of submission, is under review
for or has already been published or accepted for publication in
another journal or conference.

DEMONSTRATIONS

We invite researchers and practitioners to share insights and cutting-
edge results from a wide range of topics and encourage the
demonstration of a) research systems in the context of existing
commercial games, b) new games authored by researchers, c)
contributions demonstrating the adoption and/or extension of AI
research results published games, and d) completely new forms of
interactive digital entertainment made possible by AI research. An
electronic submission of a 2-page abstract and demonstration
materials is required. Demonstration materials can take the form of a
recorded demonstration session, an executable version of the
demonstration with written instructions, or a detailed description of
the demonstration heavily illustrated with screenshots. Please note
that these materials are for review only; it is hoped that all
demonstrations will be conducted live at AIIDE'08. Demonstration
materials can be submitted electronically by email or FTP up-load.
Demonstration authors should submit abstracts and materials by May 6,
2008. Submissions will be judged on technical merit, accessibility to
developers and researchers, originality, presentation, and
significance. Demonstration abstracts will be published in the
conference proceedings.

EXHIBITS

AIIDE'08 will have exhibit space available. Companies, publishers and
other groups are encouraged to consider purchasing either a table top
display or an exhibit booth. Exhibit space is limited and will be
allocated on a first come, first serve basis. Please contact AAAI at
aiide08 at aaai.org for more information.

IMPORTANT DATES

- March-April: Authors register on the AIIDE web site
- April 22, 2008: Electronic submission of Research/Industry Track
papers/abstracts
- May 6, 2008: Electronic submission of extended abstract for a
demonstration
- June 11, 2008: Notification of acceptance decision

PUBLICATION

All accepted papers and abstracts will be allocated six (6) pages in
the conference proceedings. Up to two (2) additional pages may be
used at a cost to the authors of US$ 275 per page. Authors will be
required to transfer copyright of their paper to AAAI.

CONFERENCE CHAIR
Michael Mateas
University of California, Santa Cruz



PROGRAM CHAIR
Chris Darken
Naval Postgraduate School
ORGANIZATIONAL COMMITTEE MEMBERS
Ruth Aylett (Heriot-Watt University, UK), Kevin Dill (Mad Doc
Software), Richard Evans (Maxis), Ana Paiva (Technical University of
Lisbon, Portugal), Michael Youngblood (University of North Carolina,
Charlotte), Robert Zubek (Three Rings Design)
For additional information, please see www.aiide.org or email the
conference organizers at aiide08 at aaai.org.


Artificial Intelligence for Computer Games
http://www.hindawi.com/journals/ijcgt/si/aicg.html



Call for Papers
Artificial intelligence (AI) in computer games covers the behaviour and
decision-making process of game-playing opponents (also known as nonplayer
character or NPC). Current generations of computer and video games offer an
amazingly interesting testbed for AI research and new ideas. Such games
combine rich and complex environments with expertly developed, stable,
physics-based simulation. They are real-time and very dynamic, encouraging
fast and intelligent decisions. Computer games are also often multiagents,
making teamwork, competition, and NPC modelling key elements to success. In
commercial games, such as action games, role-playing games, and strategy
games, the behaviour of NPC is usually implemented as a variation of simple
rule-based systems.



With a few exceptions, machine-learning techniques are hardly ever applied
to state-of-the-art computer games. Machine-learning techniques may enable
NPCs with the capability to improve their performance by learning from
mistakes and successes, to automatically adapt to the strengths and
weaknesses of a player, or to learn from their opponents by imitating their
tactics.



However, many more AI techniques have been developed in academic research,
and relatively few have actually been transferred and are used in the
development of commercial video games. In this special issue, we invite
submission of papers from current research in AI proposing new approaches
specific to computer game requirements including but not limited to:

* Knowledge-based systems and management in games
* Machine learning in games
* Adaptable agents in games
* Multiagent models in games
* Constraint-based model for games
* Tactical and real-time pathfinding
* Application cases to neural network for games
* Fuzzy logic for games
* Goal-oriented action planning in games
* AI controlled storytelling
* AI scripting
* Evolutionary computation in games
* AI and game design
* Teamwork, coordination, and communication
* Planning in highly dynamic environments
* Multiagent learning and adaptation
* Human-agent interaction
* Opponent modelling
* Believable and emotional agents in games



Authors should follow the International Journal of Computer Games Technology
manuscript format described at http://www.hindawi.com/journals/ijcgt/
<http://www.hindawi.com/journals/ijcgt/> . Prospective authors should submit
an electronic copy of their complete manuscript through the journal
Manuscript Tracking System at http://mts.hindawi.com/
<http://mts.hindawi.com/> , according to the following timetable:

Manuscript Due May 1, 2008
First Round of Reviews August 1, 2008
Publication Date November 1, 2008
Guest Editors:
Abdennour El Rhalibi <mailto:a.elrhalibi at ljmu.ac.uk> , School of Computing
and Mathematical Sciences, Liverpool John Moores University, Byrom Street,
Liverpool L3 3AF, UK
Kok Wai Wong <mailto:k.wong at murdoch.edu.au> , School of Information
Technology, Murdoch University, 90 South Street, Murdoch, WA 6150,
Australia
Marc Price <mailto:marc.price at rd.bbc.co.uk> , BBC Research, Kingswood
Warren, Tadworth, Surrey KT20 6NP, UK




--
Susan Gold
goldfile at gmail.com

³In a completely sane world, madness is the only freedom!² - J. G. Ballard

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