[Computer-go] [Deadline extended] CFP: IEEE WCCI-CEC Special Session - Computational Intelligence for Games

Jialin Liu jialin.liu.cn at gmail.com
Tue Jan 16 03:31:35 PST 2018


[Apologises for multiple postings]

Call for Papers: Special Session on Computational Intelligence for Games
IEEE WCCI / CEC 2018 <http://www.ecomp.poli.br/~wcci2018/> - Rio de Janeiro, Brazil, 8-13 July 2018
Chairs: Daniel Ashlock, Jialin Liu, Santiago Ontañón
Webpage: http://gameai.eecs.qmul.ac.uk/sscig-wcci2018/ <http://gameai.eecs.qmul.ac.uk/sscig-wcci2018/>
Important Dates
Paper submission: extended to 1 February 2018
Notification: 15 March 2018

Please select “CDSS-08: Computational Intelligence for Games” as topic when making a submission via http://ieee-cis.org/conferences/cec2018/upload.php <http://ieee-cis.org/conferences/cec2018/upload.php>.

Corresponding contact: Daniel Ashlock <dashlock at uoguelph.ca <mailto:dashlock at uoguelph.ca>>

Aim
Games are an ideal domain to study computational intelligence (CI) methods because they provide affordable, competitive, dynamic, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods, or learning concepts.  Games scale from simple problems for developing algorithms to incredibly hard problems for testing algorithms to the limit.  They are also interesting to observe, fun to play, and very attractive to students. Additionally, there is great potential for CI methods to improve the design and development of both computer games as well as tabletop games, board games, and puzzles.  This special session aims at gathering leaders and neophytes in games research as well as practitioners in this field who research applications of computational intelligence methods to computer games.

Topics
In general, papers are welcome that consider all kinds of applications of methods (evolutionary computation, supervised learning, neural learning, unsupervised learning, fuzzy systems, game-tree search, rolling horizon algorithms, MCTS, etc.) to games (card games, board games, mathematical games, action games, strategy games, role-playing games, arcade games, serious games, etc.). 

Examples include but are not limited to
Adaptation in games
Automatic game testing
Novel games that use CI techniques
Coevolution in games
Comparative studies (e.g. CI versus human-designed players)
Dynamic difficulty in games
Games as test-beds for algorithms
Imitating human players
Learning to play games
Multi-agent and multi-strategy learning
Player/opponent modelling
Procedural content generation
CI for Serious Games (e.g., games for health care, education or training)
Results of game-based CI and open competitions

About the organisers
Daniel Ashlock is a Professor of Mathematics at the University of Guelph.  He is a member of the IEEE Computational
Intelligence Societies’ Games Technical Committee, serves as an associate editor of both the IEEE Transactions on Games and the
new journal Game and Puzzle Design.  Dr. Ashlock is a life-long referee of roleplaying games and loves the problems that arise in game and puzzle design.  Dr. Ashlock is the author of 270 peer reviewed scientific publications, about a third of which are on the topic of games, including mathematical games, procedural content generation, and puzzle design.  Across his work the issue of representation, the study of how to phrase problems for the computer, appears in a starring role.  Dr. Ashlock is the Chief of Innovation at Ashlock and McGuinness Consulting, Inc.  He teaches and does research in Guelph, Ontario, Canada.

Jialin Liu is a Postdoctoral Research Associate at Queen Mary University of London (QMUL, UK) since the creation of the Game AI research group in August 2017. Before joining QMUL, she was a Senior Research Officer at the Games and AI research group of University of Essex (UK) between March 2016 and July 2017.  Jialin received her PhD in Computer Science from the University Paris-Saclay & Inria Saclay (France) in December 2015. Her research interests include general game playing, robust game playing, automatic game design, black-box noisy optimisation and portfolio algorithms. Jialin is chairing the IEEE CIS Student Games-Based Competitions Sub-Committee and also serves in the Games Technical Committee, Webinars Sub-Committee, Women in Computational Intelligence Sub-Committee and Young Professionals Sub-Committee. She serves as Program Co-Chair at IEEE CIG18.

Santiago Ontañón is an Associate Professor in the Computer Science Department at Drexel University. His main research interests are game AI, case-based reasoning and machine learning, fields in which he has published more than 150 peer reviewed papers. He obtained his PhD from the Autonomous University of Barcelona (UAB), Spain in 2005. Before joining Drexel University, he held postdoctoral research positions at the Artificial Intelligence Research Institute (IIIA) in Barcelona, Spain, at the Georgia Institute of Technology (GeorgiaTech) in Atlanta, USA, and lectured at the University of Barcelona (UB), Spain.
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