http://www.dagstuhl.de/17471

November 19 – 24 , 2017, Dagstuhl Seminar 17471

Artificial and Computational Intelligence in Games: AI-Driven Game Design

Organizers

Elisabeth André (Universität Augsburg, DE)
Michael Cook (University of London, GB)
Mike Preuß (Universität Münster, DE)
Pieter Spronck (Tilburg University, NL)

For support, please contact

Susanne Bach-Bernhard for administrative matters

Andreas Dolzmann for scientific matters

Dagstuhl Reports

As part of the mandatory documentation, participants are asked to submit their talk abstracts, working group results, etc. for publication in our series Dagstuhl Reports via the Dagstuhl Reports Submission System.

Documents

List of Participants
Shared Documents
Dagstuhl Seminar Wiki

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Press Room

Motivation

With the dramatic growth of the game industry over the past decade, its rapid pervasion in many sectors of today's society, and the increased complexity of games, game development has reached a point where it is no longer humanly possible to use only manual techniques to create games. Large parts of games need to be designed, built, and tested automatically. In recent years, researchers have delved into artificial intelligence techniques to support, assist, and even drive game development. Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design. This research is still very young, but already the games industry is taking small steps to integrate some of these techniques in their approach to design.

The goal of the proposed seminar is to bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games, to (1) explore and extend the possibilities of AI-driven game design, (2) to identify the most viable applications of AI-driven game design in the game industry, and (3) to investigate new approaches to AI-driven game design. To this end, the seminar will include a wide range of researchers and developers, including specialists in AI/CI for abstract games, commercial video games, and serious games.

The expected outcome of the seminar is a better understanding of a unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry. This may have a significant impact both on the science of creative algorithms, as well as on the economic and technological aspects of commercial game development.

License
  Creative Commons BY 3.0 DE
  Elisabeth André, Michael Mateas, Mike Preuß, and Pieter Spronck

Dagstuhl Seminar Series

Classification

  • Artificial Intelligence / Robotics
  • Modelling / Simulation
  • Multimedia

Keywords

  • Multi-agent systems
  • Game design
  • Serious games
  • Entertainment modeling
  • Dynamical systems

Book exhibition

Books from the participants of the current Seminar 

Book exhibition in the library, ground 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

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.

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