http://www.dagstuhl.de/12191

06.05.12 — 11.05.12, Seminar 12191

Artificial and Computational Intelligence in Games

Organizers

Simon M. Lucas (University of Essex, GB)
Michael Mateas (University of California - Santa Cruz, US)
Mike Preuss (TU Dortmund, DE)
Pieter Spronck (Tilburg University, NL)
Julian Togelius (IT University of Copenhagen, DK)

Coordinators

Nicola Beume (TU Dortmund, DE)

For support, please contact

Angelika Mueller for administrative aspects

Marc Herbstritt for scientific aspects

Documents

Seminar Schedule (Upload here)

(Use seminar number and access code to log in)

Motivation

This seminar will bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games. The seminar will include a wide range of researchers and developers, including specialists in abstract and mathematical games, board game development, AI for commercial video games and serious games.

The video game industry is the largest of the entertainment industries and growing rapidly. While modern games offer stunning graphics, the quality of the AI has for a long time been a weak point of many games. There is now a great deal of interest both from the games industry and from academic AI researchers in improving game AI, and in novel applications of AI methods such as procedural content generation, player experience optimization, and automated testing. Nonetheless, the research field remains somewhat fragmented, and there is often no clear picture of which (if any) AI or CI methods are best suited to solving particular problems. Therefore we seek to assemble experts from several research areas, in order to encourage cross-fertilization of ideas with a bearing on games. In particular, we expect to be able to build bridges between academic and industrial practitioners and researchers by inviting leaders from each community.

The main expected outcome of the seminar is a better understanding of the challenges inherent in developing next generation video game AI, and where AI and CI research can have an impact. This could have a significant economic impact by improving the quality of commercial games (both in the entertainment and serious game sectors). Equally importantly, games provide some of the most demanding test-beds for new AI algorithms. Hence, we also expect the seminar to have a significant impact on computer science research.

Classification

  • Artficial Intelligence
  • Soft Computing / Evolutionary Algorithms
  • Modelling / Simulation
  • Optimization
  • Multimedia
  • Computational Intelligence
  • Games
  • Learning
  • Interdisciplinary

Keywords

  • Experimental analysis
  • Meta-heuristics
  • Multi-agent systems
  • Dynamical systems
  • Efficient algorithms
  • Entertainment modeling
  • Player satisfaction
  • Game design
  • Serious games
  • Game theory

Book exhibition

Books from the participants of the current Seminar 

Book exhibition in the library, 1st floor, during the seminar week.

Documentation

In the series Dagstuhl Reports each Dagstuhl Seminar and Dagstuhl Perspectives Workshop is documented. The seminar organizers, in cooperation with the collector, prepare a report that includes contributions from the participants' talks together with a summary of the seminar.

 

Download overview leaflet (PDF).

Publications

Seminar participants may publish preprints within the scope of the seminar documentation as part of the Dagstuhl Preprint Archive.

 

Furthermore, a comprehensive peer-reviewed collection of research papers can be published in the series Dagstuhl Follow-Ups.

Dagstuhl's Impact

Please inform us when a publication was published as a result from your seminar. These publications are listed in the category Dagstuhl's Impact and are presented on a special shelf on the ground floor of the library.