This year the Institute of Digital Games (IDG) was widely represented at the IEEE Conference on Computational Intelligence and Games (CIG). This is the top-ranking annual event for researchers of computational and artificial intelligence techniques in games. Researchers from the IDG were invited to present six papers on their ongoing research on artificial intelligence in games.
The Conference, which was held against the idyllic backdrop of the blue and white buildings along the coast of Santorini, was attended by over 100 international experts in the field of artificial intelligence and games. Seven members of the IDG presented a variety of papers and and also had the opportunity to lead tutorials.
The Conference, which was held against the idyllic backdrop of the blue and white buildings along the coast of Santorini, was attended by over 100 international experts in the field of artificial intelligence and games. Seven members of the IDG presented a variety of papers and and also had the opportunity to lead tutorials.
Georgios N. Yannakakis acted as one of the Programme Chairs of the CIG conference and presented a paper entitled General General Game AI [PDF] and participated in a panel on future research challenges in game analytics.
Antonios Liapis was one of the Local Chairs and gave a tutorial on designing games around Artificial Intelligence, inviting attendees to brainstorm on games which place specific algorithms at the forefront of the player’s interaction with the game.
Ph.D. students Phil Lopes and Daniel Karavolos presented demonstrations of computer-generated levels in Sonancia (a haunted dungeon horror game) and Dwarf Quest [PDF] (a re-imagining of a classic dungeon exploration game) respectively. Daniele Gravina, another Ph.D. student at the IDG, presented the latest advances in generating surprising weapons [PDF] for deathmatch games in Unreal 3. IDG M.Sc. student Elizabeth Camilleri presented her work on believability in platformer games [PDF].
Owen Sacco presented his vision of generating or blending games based on the rich semantic data found online in fansites, walkthroughs, and entertainment platforms.
Owen Sacco presented his vision of generating or blending games based on the rich semantic data found online in fansites, walkthroughs, and entertainment platforms.
The CIG four-day conference, with 68 papers presented and over 100 attendees, was a success and remains the most prominent gathering of researchers in artificial and computational intelligence and games. Tired but content at having disseminated seminal work, the IDG academics are looking forward to next year’s CIG in New York.