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AIIDE 2015 - Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Date2015-11-14 - 2015-11-18

Deadline2015-05-27

VenueUC Santa Cruz, Santa Cruz, CA, USA - United States USA - United States

Keywords

Websitehttp://www.aiide.org/cfp

Topics/Call fo Papers

AIIDE-15 ? the Eleventh 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 AI researchers. AIIDE-15 will include invited speakers, paper presentations, demonstrations, and a doctoral consortium. While AIIDE often focuses on commercial computer and video games, we invite researchers and developers to share their insights and cutting-edge results on topics at the intersection of all forms of entertainment and artificial intelligence, including games for impact, entertainment robotics, art, and beyond. AIIDE-15 is sponsored by the Association for the Advancement of Artificial Intelligence (AAAI).
PAPERS
Because AIIDE-15 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, enable a new form of interactive digital entertainment, or use AI to improve the game design and development process. The novel technique should be validated in a game prototype or test-bed, but need not be tested in a commercial game. Research track papers are evaluated by the highest standards of academic rigor. Accepted papers will either be presented as a short lecture or a poster. Authors should submit a paper of no more than 7 pages in the AAAI format for double blind review (i.e., authors names and affiliations are omitted). The final page (page 7) must contain only references, and no other text whatsoever. All papers, whether poster or oral, will be allocated 7 pages in the proceedings.
Practitioner Track
AIIDE also solicits submissions from professional game developers and artists on the use of artificial intelligence in games and other cultural artifacts. While these practitioners are also invited to submit to the research track, we recognize that many will have neither the time nor the inclination to prepare full-length papers for archival academic publication. These authors may instead submit a 500 word extended abstract to the practitioner track. Practitioner track papers need not describe new technology, but must describe new ideas relevant to the AIIDE audience and must be based on experience creating deployed games or other cultural artifacts. These papers are exempt from the formatting and blind reviewing requirements for the research track. Results from academic projects are more appropriate for the research track or demonstration tracks, rather than the practitioner track.
DEMONSTRATIONS
As many aspects of AI and interactive digital entertainment are fundamentally interactive, two tracks are offered to allow the demonstration of such systems.
Demo Track
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) contributions demonstrating the adoption and/or extension of AI research results in published games, (c) completely new forms of interactive digital entertainment made possible by AI research, and (d) other relevant work. An electronic submission of a 2-page abstract and demonstration materials is required. Demonstration abstract review is not blind. Submissions should contain a link to the demonstration materials, which 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. The abstract will be published in the AIIDE proceedings, but all demonstrations must be conducted live at AIIDE-15. Submissions will be judged on technical merit, accessibility to developers and researchers, originality, presentation, and significance. There are many AI systems which can be demoed (e.g. an editor, the result of a new pathfinding system, etc), but are not playable experiences themselves. Complete games or other playable experiences are best suited for the playable experience track.
Playable Experience Track
Indie developers, industry developers, and researchers who are developing innovative AI-based games or other interactive media (“playable experiences”) are invited to submit their work to the playable experiences track. We welcome playable experiences that involve some articulable innovation in the use of AI that directly affects the user's experience. This includes novel game designs that leverage existing AI techniques, as well as innovations in the techniques themselves that lead to new kinds of playable experiences. Playable experience submissions should be sufficiently complete and polished enough for naïve users to play them. Authors should submit a 500 word extended abstract describing the impetus behind the playable experience, how AI has motivated its design (or vice versa), and what they see as its primary innovation(s). The abstract should include a publicly accessible link to a web-based, mobile, or downloadable player experience, and instructions for how to play it; this link must remain live at least through the end of the conference. Playable experience review is not blind. The abstract will be published in the conference proceedings, and the authors will have the opportunity to show their playable experience during the evening poster/demo session of the AIIDE conference.
EXAMPLE TOPICS
Following is a non-exhaustive list of topics that fall in the scope of AIIDE:
AI in Game Design
AI as a source of novel game mechanics and genres
AI-Based Production and Authoring Tools
Behavior-building, design frameworks, telemetry-supported game design, content authoring support, scripting, sketch-based authoring, automated playtesting
AI Techniques for Games
Planning, reinforcement learning, search, neural networks, Bayesian models, evolutionary algorithms, case-based reasoning, constraint programming, utility-based approaches, animation, camera control, tactical/strategic decision making, terrain analysis, opponent modeling, dynamic difficulty adjustment, spatial decompositions, path planning
AI Storytelling
Interactive drama, story generation, character development
Autonomous Characters, NPCs, and Virtual Humans
Personality, emotion, believability, natural language processing, cognitive modeling, crowd simulation, social robotics
Procedural Content Generation
Level generation, progression design, behavior adaptation
Commercial AI Implementations
Case studies, implementation analysis, comparative evaluations
AI in Novel Entertainment Applications
Entertainment robotics, virtual/mixed reality, mobile device games, geo-location based games, games for human-computation
Computational Creativity and Generative Art
Painting, poetry, story, humor, music
AI in Games for Impact
Training, education, intelligent tutoring, games for health, gamification

Last modified: 2015-05-06 10:37:40