Video-games and more in the upcoming “Planning in Games ICAPS-2013 Workshop” (PG-2013)

Interested in applications of AI planning techniques to video-games and more? Take a look at the upcoming Planning in Games Workshop at ICAPS-2013 to take place in Rome!

The workshop aims at gathering researchers and practitioners interested in the use of planning in games to discuss current work and future directions: from classic games to video games, from academia to the industry, from researchers to developers and designers to gamers, from path planning to strategic planning, and more.

PG-2013-Poster-Web(medium)

Call for papers

Topics and Objectives

The Planning in Games Workshop covers a wide range of topics related to developing, integrating, and benchmarking single agent, adversarial, and multi-agent planning techniques into classic games as well as video games. While the emphasis of the workshop is on the methods and techniques developed in the field of AI, the workshop aims at bringing together researchers and practitioners involved in applications of planning in the field of video games, to discuss current work and future directions. We especially welcome discussions and demonstrations of existing systems.

Artificial Intelligence Planning is successfully used in video-games: heuristic-based STRIPS-like planning and HTN Planning generate character behavior in several fast paced games since 2005, reaching millions of players. This certainly does not make planning in games a solved problem: from new game genres to next-generation consoles and new markets such as cloud gaming, the AI Planning research frontier is wide and open to any kind of planning technique in a gaming context.

This 3rd edition of the ICAPS Workshop on Planning in Games shall acknowledge the tighter link with the video-game industry, while aiming at inspiring traditional Game AI Planning research such as optimal planning in huge search spaces and temporal reasoning, and traditional games such as go and chess: this workshop invites submissions on any aspect of AI planning in the largest possible domain of games.

Relevant topics include:

  • Strategic and tactical planning
  • Planning techniques for abstract games such as board games,
  • Planning for command hierarchies
  • Temporal and spatial planning
  • Real-time planning and replanning
  • Drama and story planning
  • Checking and debugging game design with planning
  • Cloud-based planning services
  • Plan recognition, cased-based and crowd-sourcing planning
  • Abstractions and representational issues
  • Competitions

Like previous Planning in Games workshops, we hope PG-2013 to be a highly participatory and discussion-oriented forum. We anticipate a one-day workshop that will comprise of several sessions including presentations of research papers, position papers, and posters, and a panel discussion.

Invited Talks

  • Dana S. Nau (University of Maryland)
  • Alex Champandard (AIGameDev.com)
  • William van der Sterren (CGF-AI)

Submissions

Potential participants are invited to submit either a full
length technical paper or a statement of interest with a position
paper. Submissions are accepted in PDF format only, using the AAAI
formatting guidelines at:
http://www.aaai.org/Publications/Author/author.php.

Submissions must be no longer than seven (7) pages in length,
including references and figures. Author names should be included.
Overlength papers will not be accepted for publication. Papers must
be submitted electronically in PDF format by the due date.

Submission website:
https://www.easychair.org/conferences/?conf=pg2013.

Electronic proceedings will be offered to delegates in a USB key
by ICAPS-2013, and will also be published online in the ICAPS-2013
website.

Deadlines

Submission deadline: March 23, 2013
Notification: April 20, 2013
Final version: May 10, 2013
Workshop date: June 11, 2013 (TBC)

Workshop Program Chairs

Program Committee

  • Marc Cavazza, University of Teesside, United Kingdom
  • Carle Cote, Eidos, Canada
  • Luke Dicken, University of Strathclyde, United Kingdom
  • Alan Fern, Oregon State University, United States
  • Peter Gregory, University of Teesside, United Kingdom
  • Carlos Linares López, Universidad Carlos III de Madrid, Spain
  • Christian Muise, University of Toronto, Canada
  • Héctor Muñoz Ávila, Lehigh University, USA
  • Jeff Orkin, MIT Media Lab, United States
  • Julie Porteous, University of Teesside, United Kingdom
  • Mark Riedl, Georgia Institute of Technology, USA
  • William van der Sterren, CGF-AI, Neatherlands

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