AimGames are an ideal domain to study computational intelligence methods in that they provide cheap, competitive, dynamic, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods, or learning concepts. They are also interesting to observe, fun to play, and very attractive to students. Additionally, there is a great potential for CI methods to improve the design and development of both computer games and non-digital games such as board games. This special session aims at gathering leading researchers and practitioners in this field who study and apply computational intelligence methods to computer games.
ScopeIn general, any application of CI methods (reinforcement learning, supervised learning, unsupervised learning, fuzzy systems, game-tree methods etc) to games (card games, board games, mathematical games, action games, strategy games, role-playing games, arcade games, serious games etc).
- Learning to play games
- Imitating human players
- Procedural content generation
- Player/opponent modelling
- Adaptation in games
- Games as testbeds for CI algorithms
- Comparative studies (e.g. CI versus human-designed players)
- Results of open competitions
- Multi-agent and multi-strategy learning
- Coevolution in games
- Results of game-based CI competitions
- Automatic game testing
Submission GuidelinesSpecial session papers should be uploaded online through the paper submission website of IEEE WCCI 2014 by December 20, 2013. Please select the corresponding special session name ("Computational Intelligence and Games") as the “main research topic” in submission.
Associate Professor, Dept. of Computer Science and Engineering, Sejong University, Korea
Professor, Dept. of Computer Science, Yonsei University, Korea