GIGA 2016 - General Intelligence in Game-Playing Agents (GIGA'16)
Date2016-07-09 - 2016-07-15
Deadline2016-04-18
VenueNew York City, USA - United States
Keywords
Websitehttps://giga16.ru.is
Topics/Call fo Papers
Artificial Intelligence (AI) researchers have for decades worked on building game-playing agents capable of matching wits with the strongest humans in the world, resulting in several success stories for board games like chess and checkers and computer games such as StarCraft, Pac-Man and Unreal Tournament. The success of such systems has been partly due to years of relentless knowledge-engineering effort on behalf of the program developers, manually adding application-dependent knowledge to their game-playing agents. The various algorithmic enhancements used are often highly tailored towards the game at hand.
Research into general game playing (GGP) aims at taking this approach to the next level: to build intelligent software agents that can, given the rules of any game, automatically learn a strategy for playing that game at an expert level without any human intervention. In contrast to software systems designed to play one specific game, systems capable of playing arbitrary unseen games cannot be provided with game-specific domain knowledge a priori. Instead, they must be endowed with high-level abilities to learn strategies and perform abstract reasoning. Successful realization of such programs poses many interesting research challenges for a wide variety of artificial-intelligence sub-areas including (but not limited to):
applications
computational creativity
computational game theory
evaluation and analysis
game design
imperfect-information games
knowledge representation
machine learning
multi-agent systems
opponent modeling
planning
reasoning
search
Research into general game playing (GGP) aims at taking this approach to the next level: to build intelligent software agents that can, given the rules of any game, automatically learn a strategy for playing that game at an expert level without any human intervention. In contrast to software systems designed to play one specific game, systems capable of playing arbitrary unseen games cannot be provided with game-specific domain knowledge a priori. Instead, they must be endowed with high-level abilities to learn strategies and perform abstract reasoning. Successful realization of such programs poses many interesting research challenges for a wide variety of artificial-intelligence sub-areas including (but not limited to):
applications
computational creativity
computational game theory
evaluation and analysis
game design
imperfect-information games
knowledge representation
machine learning
multi-agent systems
opponent modeling
planning
reasoning
search
Other CFPs
- 10th Workshop on Advances in Preference Handling (MPREF)
- 1ST INTERNATIONAL WORKSHOP ON BIOMEDICAL INFORMATICS WITH OPTIMIZATION AND MACHINE LEARNING
- Second Workshop on: Bridging the Gap between Human and Automated Reasoning
- Workshop on Trading Agent Design and Analysis (TADA) and Agent-Mediated Electronic Commerce (AMEC)
- First international Workshop on Argumentation in Logic Programming and Non-Monotonic Reasoning (Arg-LPNMR 2016)
Last modified: 2016-02-11 22:50:40