Workshop on Case-Based Reasoning for Computer Games

19th International Conference on Case Based Reasoning
September 12-15, 2011
Greenwich, London, UK

ICCBR 2011 - Workshop on Case-Based Reasoning for Computer Games

News


  • September 8, 2011: The workshop schedule has been posted.
  • August 20, 2011: Preprints of the accepted papers are now available.
  • August 5, 2011: We are pleased to announce that Hector Munoz-Avila will be giving the invited talk at the workshop.
  • July 16, 2011: The list of accepted papers has been posted.
  • June 18, 2011: According to the ICCBR 2011 program available on the conference website, workshops will now be held on September 13, 2011 (not the 12th).
  • June 15, 2011: We received some interesting submissions and the review process is currently underway. As a result of the extended submission deadline (June 10) we have also extended the acceptance notification to July 11, 2011 and camera-ready copy deadline to August 1, 2011.
  • June 2, 2011: Due to popular demand the submission deadline is now June 10, 2011
  • April 4, 2011: Paper submission can now be performed using the EasyChair website. When submitting papers please submit them to "Workshop2: Case-Based Reasoning for Computer Games".
  • March 10, 2011: New to Case-Based Reasoning for Computer Games? Have a look at CBR for Games topic page on the CBR Wiki. The page contains an annotated bibliography of papers from ICCBR/ECCBR that have been published on the topic.


Schedule


TimeTopic
13:30 - 13:35 Introduction
13:35 - 14:20 Invited Talk: A Case Study for Generating Strategic Game AI: From HTN Planning to Multi-Modal Learning
Hector Munoz-Avila
14:20 - 14:40 A CBR-Inspired Approach to Rapid and Reliable Adaption of Video Game AI
Sander Bakkes, Pieter Spronck and Jaap Van Den Herik
14:40 - 15:00 Implicit Opponent Modelling via Dynamic Case-Base Selection
Jonathan Rubin and Ian Watson
15:00 - 15:30 Coffee Break
15:30 - 15:50 Case-Based Learning in Goal-Driven Agents for Real-Time Strategy Combat Tasks
Ulit Jaidee, Hector Munoz-Avila and David W. Aha
15:50 - 16:10 Intelligent Interactions Based on Motion
Mathieu Barnachon, Mathilde Ceccaroli, Amelie Cordier, Erwan Guillou and Marie Lefevre
16:10 - 16:30 Building Learning by Observation Agents Using jLOAF
Michael Floyd and Babak Esfandiari
16:30 - 16:50 Matchmaking and Case-based Recommendations
Jorge Jimenez-Rodriguez, Guillermo Jimenez-Diaz and Belen Diaz-Agudo
16:50 - 17:00 Conclusions


Invited Talk


Hector Munoz-Avila
Lehigh University, USA


Title: A Case Study for Generating Strategic Game AI: From HTN Planning to Multi-Modal Learning".

Abstract: This talk reports on research done on generating strategic game AI for a particular kind of games called domination games. Domination games are a popular game sub-genre in which teams compete to control a number of locations called domination locations. Domination games are a good testbed for algorithms that integrate planning and execution because actions are non-deterministic, the environment is adversarial, and the state is partially observable. The talk discusses the results of a comparative study of a number of AI techniques to generate strategic Game AI to win domination games.



Accepted Papers




Workshop Description


Current computer and video games are fascinating laboratories for CBR as they involve interactivity, complex situations and dynamic environments. Some games often depict rich and complex environments characterized by huge search spaces for which a strong theory does not exist. Some are real-time and very dynamic, hence posing challenges for intelligent decision making and planning. These challenging characteristics represent opportunities for case-based reasoning approaches.

The workshop on Case-Based Reasoning for Computer Games is intended for both academic researchers using games as a testbed for investigating CBR concepts and individuals exploiting CBR techniques in game development. The goal of this workshop is twofold. First we want to encourage dialog among researchers to determine the current state-of-the-art of CBR research in games and to elaborate on the main issues pertaining to the study, integration, and evaluation of CBR approaches on tasks from complex games. Second, we would like to identify clear challenge tasks in the context of computer games, so that CBR approaches can be benchmarked, and progress easily assessed.

We particularly welcome for this workshop contributions in areas that include, but are not limited to, the following:

  • Case-based learning and adaptation for game playing
  • Path planning using CBR
  • Case-based planning and real-time decision making
  • Strategy recognition and modeling using CBR
  • Emotional modeling and simulation
  • Interactive narrative, dialogue planning, and story generation using CBR
  • Execution management of CBR components in real-time games
  • Evaluation techniques for complex gaming tasks
  • Tools and CBR approaches for game design
  • Tools for integrating CBR techniques and gaming environments
  • CBR in commercial computer games
  • Lessons learned in CBR/gaming investigations
  • Challenge tasks for benchmarking CBR systems in the context of games


Participation in the Workshop


This workshop will be held on September 12th, 2011 as part of the ICCBR 2011 workshop series in Greenwich, London, UK. This workshop is open to all interested conference participants, but may be limited by available room facilities.

We plan to include an invited speaker to summarize recent work in this area and might also invite papers from a small but diverse set of contributors. The Organizing Committee will select a subset of the submitted papers for oral presentation. Finally, time will be reserved for a session where some participants can demonstrate their gaming environments and illustrate the contributions of CBR technology.



Submission Procedure and Format for Contributions


We invite submissions of two types:

  • Research and application papers: a maximum of 10 pages describing original contributions.
  • Demonstration of game-related CBR systems: a maximum of 5 pages describing the gaming environment or CBR component, and why is it interesting for research on CBR and games.

Papers must be submitted in electronic form as PDF. Papers should be submitted using the Easychair system. Springer LNCS is the format required for the final camera-ready copy - Authors' instructions along with LaTeX and Word macro files are available on the web at Springer.



Organizers


Workshop Chairs
Michael W. Floyd, Carleton University, Canada
Antonio A. Sánchez-Ruiz, Complutense University of Madrid, Spain


Program Committee
Belén Díaz-Agudo, Complutense University of Madrid, Spain
Babak Esfandiari, Carleton University, Canada
Pedro Antonio González-Calero, Complutense University of Madrid, Spain
Luc Lamontagne, Laval University, Canada
Hector Muñoz-Avila, Lehigh University, USA
Santiago Ontañón, Artificial Intelligence Research Institute (IIIA-CSIC), Spain
Ashwin Ram, Georgia Institute of Technology, USA
Jonathan Rubin, University of Auckland, New Zealand
Ben Weber, University of California - Santa Cruz, USA



Important Dates


June 3, 2011 June 10, 2011 -     Deadline for workshop paper submission
July 6, 2011 July 11, 2011 -        Notification of acceptance for workshop papers
July 23, 2011 August 1, 2011 -         Camera ready copy due
September 12, 2011 September 13, 2011-  Workshop held at ICCBR 2011