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AIARG 2012 - International Workshop on Artificial Intelligence in Adversarial Real-Time Games

Date2012-10-09

Deadline2012-07-06

VenueCalifornia, USA - United States USA - United States

Keywords

Websitehttps://www.aiide.org

Topics/Call fo Papers

AIIDE-12 Workshop on
Artificial Intelligence in Adversarial Real-Time Games
October 9, 2012
Stanford University, California
Background
With the advent of the BWAPI StarCraft programming interface, interest in RTS game AI has increased considerably. In last year's AIIDE conference, several papers on the subject were presented --- ranging from build order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes were awarded, and two exhibition match replays were shown. For some conference attendees, this was a bit too much StarCraft content. For others, it wasn't enough because little was said about the inner workings of the strongest competition entries. To address these concerns, holding a workshop on RTS game AI topics at AIIDE 2012 was proposed in the organizing meeting that concluded the AIIDE 2011 conference. In subsequent discussions with members of the potential organizing committee it was felt that the coverage of the workshop should be extended to adversarial real-time games, so that, for instance, FPS game AI would be included. The goal of the workshop then is to bring together AI researchers and game AI programmers from industry, who are interested in adversarial real-time game AI, to present and exchange ideas on the subject, and to discuss how academia and game companies can work together to improve the state-of-the-art in AI for real-time games.
Workshop Format
The one-day workshop will consist of paper presentations on adversarial real-time game related AI topics (listed below), descriptions of StarCraft competition entries, a commented man-machine StarCraft match (most likely a replay), and a discussion focussing on future research directions. Competition results and prizes will be presented in the main AIIDE conference. Workshop contributions will be peer-reviewed to meet AAAI workshop standards.
Research Topics
This workshop welcomes original research contributions, position papers, and post-mortem game analyses in the area of adversarial real-time game AI. Topics include, but are not restricted to:
High-level Adversarial Planning
Build Order Optimization
Squad Coordination
Dynamic Terrain Analysis
Combat Reasoning
Opponent Modelling and Exploitation
Multi-Agent Pathfinding
Plan Recognition
Game Balancing
Player Coordination
Deadlines
Article submission: July 6, 2012
Acceptance notification: August 3, 2012
Finalized papers due to AAAI Press: August 17, 2012
Tentative Workshop Schedule
09:00 Welcome
09:05 Paper Presentations
10:45 Break
11:00 Paper Presentations
12:30 Lunch
13:30 2012 StarCraft Competition
StarCraft Man-vs.-Machine Match
Discussion: Future Research Directions
16:00 Wrap-Up
Submission Format
PDF format
at most 6 pages
12 point font, two-column, single spaced format
submit by email to michael.buro-AT-gmail.com subject "WORKSHOP PAPER"
Workshop Organizers and Attendees
The following people have agreed to help organizing the workshop (their exact functions have yet to be determined):
Michael Buro [workshop chair, mburo_AT_ualberta.ca]
Alan Fern [afern_AT_eecs.oregonstate.edu]
Hector Munoz-Avila [munoz_AT_cse.lehigh.edu]
Kevin Dill [kevin.dill_AT_lmco.com]
David Churchill [cdavid_AT_cs.ualberta.ca]
Brian Schwab [brian_schwab_AT_yahoo.com]
Other Likely Attendees (list compiled from research interest and recent AIIDE attendance) are:
Pieter Spronck, Johan Hagelbäck, Risto Miikkulainen, Chris Darken, Ben Weber, Michael Mateas, Jörg Denzinger, Vadim Bulitko, Nathan Sturtevant, Arnav Jhala, Gabriel Synnaeve, Carlos Martinho, Bulent Tastan, Truong-Huy Nguyen, and other interested AIIDE 2012 attendees.
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Last modified: 2012-05-10 23:07:30