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CIG / CEEC 2016 : Special Session on Computational Intelligence and Games at CEEC 2016

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Link: http://ceec.uk/ceec16/special-sessions/cig/
 
When Sep 28, 2016 - Sep 30, 2016
Where Colchester, UK
Submission Deadline Jun 30, 2016
Notification Due Aug 1, 2016
Final Version Due Aug 20, 2016
Categories    computational intelligence   games   artificial intelligence
 

Call For Papers

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. 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 and non-digital games such as board games. This special session aims at gathering not only leading researchers, but also young researchers as well as practitioners in this field who research applications of Computational Intelligence methods to computer games.

Researchers are hereby invited to submit a full paper (5-6 pages) detailing their research, or a short paper (max 4 pages) describing their work-in-progress. All submitted papers will be subject to peer reviewing by at least two reviewers for technical merit, significance and relevance to the topics. Further information is available from the CEEC 2016 website http://www.ceec.uk. Submission implies the willingness of at least one author per paper to register, attend the conference and present the paper. Proceedings will be published on IEEE Xplore.

Authors of selected articles will be invited to submit an extended version to a Special Issue of the Computers journal (http://www.mdpi.com/journal/computers/special_issues/ceec_2016).

This special session welcomes submissions on (but not limited to) the following topics:

Learning in Games
Neural-based Approaches for Games
CI for Player Affective Modelling
CI/AI-based Game Design
Comparative Studries
Non-deterministic Games
Console and Video-Games
Procedural Content Generation
Player Satisfaction and Experience in Games
Imperfect Information Games
Game-based Benchmarking
General Game Playing
General Video Game Playing
Augmented Reality Games
Optimizing Gameplay
Evolutionary Games
Co-evolution in Games
Fuzzy-based Approaches for Games
Intelligent Interactive Narrative
CI for Non-player Characters
Player/Opponent Modelling in Games
Multi-agent and Multi-strategy Learning
Applications of Game Theory
Character Development
Evasion (Predator/Pray) Games
Realistic Games for Simulation and Training
Automatic Creation of Modules or Game Levels
Board Games and Card Games
Serious Games
Games for Mobile Platforms

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