CIG: Computational Intelligence and Games

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Past:   Proceedings on DBLP

Future:  Post a CFP for 2017 or later   |   Invite the Organizers Email

 
 

All CFPs on WikiCFP

Event When Where Deadline
CIG 2016 IEEE Computational Intelligence and Games Conference
Sep 20, 2016 - Sep 23, 2016 Santorini Island, Greece May 2, 2016
CIG 2015 IEEE Conference on Computational Intelligence and Games
Aug 31, 2015 - Sep 2, 2015 Tainan, Taiwan Apr 16, 2015
CIG 2013 Computational Intelligence and Games
Aug 11, 2013 - Aug 13, 2013 Niagara Falls, Canada Apr 7, 2013
CIG 2012 IEEE Conference on Computational Intelligence and Games
Sep 12, 2012 - Sep 15, 2012 Granada, Spain Apr 29, 2012
CIG 2011 IEEE Conference on Computational Intelligence and Games
Aug 31, 2011 - Sep 3, 2011 Seoul, South Korea Mar 15, 2011
CIG 2010 IEEE Symposium on Computational Intelligence and Games
Aug 18, 2010 - Aug 21, 2010 Copenhagen, Denmark Mar 15, 2010
CIG 2009 IEEE Symposium on Computational Intelligence and Games
Sep 7, 2009 - Sep 10, 2009 Milano, Italy May 29, 2009
CIG 2008 IEEE Symposium on Computational Intelligence and Games
Dec 15, 2008 - Dec 18, 2008 Perth, Australia Jul 15, 2008
 
 

Present CFP : 2016

IEEE Computational Intelligence and Games Conference 2016

20-24 September, 2016, Santorini Island, Greece

http://cig16.image.ntua.gr/

*NEW: Full Paper Deadline Extension: May-2*
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Due to numerous requests we are happy to announce that the deadline for full paper submissions is extended to May-2. This is a hard deadline.

*NEW: Competitions announced*
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IEEE CIG hosts the following eight game artificial intelligence competitions this year

- StarCraft AI Competition
- Fighting Game AI Competition
- Geometry Friends Game AI Competition
- The General Video Game AI (Single and Two-Player Planning Tracks)
- Angry Birds AI Competition
- Ms. Pacman Vs Ghosts
- Artificial Text Adventurer
- Visual Doom AI Competition

Details and submission instructions can be found here: http://cig16.image.ece.ntua.gr/competitions/

Keynote Talks
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- Innes McKendrick, Hello Games, UK
- Anton Nijholt, University of Twente, Nethelands / Imagineering Institute, Malaysia
- Tom Schaul, Google DeepMind, UK

Tutorials
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- Designing Games around AI - Antonios Liapis (University of Malta) and Mike Cook (Falmouth University)

Special Sessions
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- Game Analytics - Anders Drachen (Aalborg University), Rafet Sifa (Fraunhofer IAIS), Julian Runge (Wooga, Humboldt University Berlin)

Conference Description
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Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation; both of which can be experienced via a highly immersive, complex and rich interaction. Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games. The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field. The annual IEEE Conference on Computational Intelligence and Games (IEEE CIG) is one of the premier international conferences in the field of computational intelligence and games.

Topics
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The topics of interest include, but are not limited to:

- Learning in games
- Neural-based approaches for games
- Co-evolution in games
- Fuzzy-based approaches for games
- Tree search approaches for games
- Player/Opponent modeling
- CI/AI-based game design
- CI/AI-assisted game design
- CI for player affective modeling
- Player experience
- Procedural content generation
- CI/AI for game generation
- Intelligent interactive narrative
- Character development and narrative
- CI/AI for virtual cinematography
- CI for non-player characters
- Multi-agent and multi-strategy learning
- Applications of game theory
- General game playing
- Theoretical or empirical analysis of CI techniques for games
- Comparative studies and game-based benchmarking
- Computational and artificial intelligence in (non-inclusively):
- Console and PC games
- Board and card games
- Economic or mathematical games
- Serious games
- Realistic games for simulation or training
- Augmented and mixed-reality games
- Games for mobile platforms
- Imperfect information and non-deterministic games
- Evolutionary games

Paper submission types
----------------------
All paper submissions should follow the recommended IEEE conference manuscript format:
http://www.ieee.org/conferences_events/conferences/publishing/templates.html

*Full papers*

Full papers should be submitted by May 02, 2016 (Extended deadline). Full papers have an 8 page limit, and should constitute a technical or empirical contribution to CI/AI in games and be accompanied by an appropriate evaluation of the work.

In addition to regular paper submissions the conference offers three alternative types of paper submission: competition, vision and demo papers.

*Competition papers*

These are regular papers (up to 8 pages) that describe one or more entries to the competitions that are running at this year's CIG. Competition papers need to include evaluation of the contribution, including (if possible) results on the same benchmark as that used by the competition, and comparison to other competition entries. Because the problem domain is well-known, these papers can be reviewed faster than regular papers. The same quality standards will apply to competition papers as to regular papers. Competition papers should be submitted by May 31, 2016.

*Vision papers*

These are regular papers (up to 8 pages) describing a vision for the future of the field of computational intelligence and games or some part of it. These papers need to be based on existing literature, be well-written and well argued. In cases where a paper describes a particular technique or domain, the paper should include a survey of that field; all papers should include extensive bibliographies. Papers should not revolve around any particular set of experiments, and need not contain any new empirical results, but are encouraged to outline ambitious future work. The quality standards applied to vision papers are at least as high as for other conference papers. Vision papers should be submitted by May 31, 2016.

*Demos*

Demo submissions should be in the form of a 2-page extended abstract. The submission needs to accompany a demonstration of CI in games. The demo event of IEEE CIG 2016 will showcase the latest CI/AI tools, techniques, and systems created for games by academic or industrial research groups. Demos should be submitted by May 31, 2016.

*Important Dates*
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May 02, 2016: Full paper submission
May 31, 2016: Notification of paper acceptance
May 31, 2016: Competition/Vision/Demo submission deadline
June 15, 2016: Camera-ready paper submission deadline
July 1, 2016: Early bird (and author) registration deadline
September 20, 2016: IEEE CIG conference kick-off

Organizing Committee
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General Chair: Kostas Karpouzis (ICCS-NTUA - GR)
Program chairs: Georgios N. Yannakakis (University of Malta - MT), Gillian Smith (Northeastern University - USA)
Tutorial and Keynote chair: Julian Togelius (New York University - USA)
Competitions chair: Diego Pérez Liébana (University of Essex - UK)
Finance chair: Mike Preuss (ERCIS, WWU Münster - DE)
Publicity Chairs: Phivos Mylonas (Ionian University - GR), Hector P. Martinez (University of Malta - MT, Massive Entertainment - SW)
Publication Chair: Tommy Thompson (University of Derby - UK)
Local chairs: Antonios Liapis (University of Malta - MT), Amaryllis Raouzaiou (ICCS-NTUA - GR)
 

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