Games are an ideal domain to study computational intelligence (CI) methods because they provide affordable, competitive, dynamic, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods, or learning concepts. Games scale from simple problems for developing algorithms to incredibly hard problems for testing algorithms to the limit. They are also interesting to observe, fun to play, and very attractive to students. Additionally, there is great potential for CI methods to improve the design and development of both computer games as well as tabletop games, board games, and puzzles. This special session aims at gathering leaders and neophytes in games research as well as practitioners in this field who research applications of computational intelligence methods to computer games.
In general, papers are welcome that consider all kinds of applications of methods (evolutionary computation, supervised learning, unsupervised learning, fuzzy systems, game-tree search, rolling horizon algorithms, MCTS, etc.) to games (card games, board games, mathematical games, action games, strategy games, role-playing games, arcade games, serious games, etc.).
Examples include but are not limited to:
Adaptation in games
Automatic game testing
Coevolution in games
Comparative studies (e.g. CI versus human-designed players)
Dynamic difficulty in games
Games as test-beds for algorithms
Imitating human players
Learning to play games
Multi-agent and multi-strategy learning
Procedural content generation
CI for Serious Games (e.g., games for health care, education or training)
Results of game-based CI and open competitions
Submission deadline: 7 January 2019
Notification: 7 March 2019
Final paper submission: 31 March 2019
Please select "CEC-04: Special Session on Games" when submitting your paper.