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Notice

AISB event Bulletin Item

CF PAPERS, POSTERS, DEMOS AND TUTORIALS OF EXISTING TOOLS - AISB'09 Symposium: AI & GAMES

http://www.dcs.shef.ac.uk/~daniela/AISB09/

CALL FOR PAPERS,   POSTERS,   DEMOS   AND
TUTORIALS OF EXISTING TOOLS

AISB'09 Symposium: AI & GAMES
Edinburgh Scotland 6th - 7th April 2009
http://www.dcs.shef.ac.uk/~daniela/AISB09/
------------------------------------------------------------------------------------
Paper submission:  19 Dec 2008,
Other submissions: 19th January 2009
------------------------------------------------------------------------------------
The Symposium as well as FULL PAPERS, will accept DEMOS of exiting AI
& GAMES solutions, posters and TUTORIALS sessions on existing AI or
Gaming tools for submission in January 2009.

ABSTRACT
Computer games now form an important sector of the computing and
entertainment industries, and they are very sophisticated in many
ways. The need for better artificial intelligence (AI) in games is
deeply felt, however, and recognised by the industry. Conversely,
games offer new challenges and excellent application domains for AI
technology and research. Games are increasingly used for education,
serious games or game-based learning, where story and AI techniques
create a believable, engaging experience for learners.
This symposium focuses on the application of artificial intelligence
or intelligent-like techniques, frameworks and theories to the
creation of interactive engaging intelligent games. It will address
three main areas and the following questions:

Intelligent Games
# How intelligent games are designed and engineered
# What artificial intelligence brings to games and vice versa
# Application of AI planning, machine learning etc. to games
# Path-planning, crowd simulations, flocking, steering behaviours
# Real-time performance of AI techniques in games
# Intelligent, (semi-)automatic content-generation
# Crucial elements of a believable intelligent games
# How to make AI characters more believable, intelligent and adaptable
# Group behaviours of AI characters
# Crucial elements of believable intelligence in games
# Psychological aspects of intelligent games
# Cognitive, social, and emotional impact of intelligent games

Technology for Intelligent games
# Combining games and technology to produce engagingand immersive
# Emergingtechnologies(e.g. virtual environments and content sharing,
intelligent agents, human, robotics, wearable computing, artificial
vision, mixed reality, and advances in understandiof human emotion and
gesture) and their application to intelligent games

Users and Intelligent Games
# The interaction between players and the game
# Understanding the player's state, in playful and serious games
# Adapting to players, to improve gameplay

We welcome researchers from academia, education and industry, in
particular those involved with the design, development and evaluation
of AI and games. Their expertise could be in a range of areas
including: AI, machine learning, planning, narrative, education and
training, multimedia, game design and development, characters design,
interaction design and evaluation for children, adults and any other
relevant area.


IMPORTANT DATES
Paper submission:     19 December 2008
Other submissions:   19 January 2008
Notification:                 2 Feb 2009
Camera-ready copy:     23rd February 2009
Registration:                     TBC
Workshop Dates:    6-7 April 2009


PUBLICATION
All papers accepted for the workshop will be published in the AISB
proceedings produced for the conference.

The best papers will be also invited to submit to a Special Edition
"Artificial Intelligence and Games" of the International Journal of
Gaming and Computer-Mediated Simulations (IJGCMS)
http://www.igi-global.com/ijgcms, Editor-in-Chief: Richard E. Ferdig,
University of Florida, USA, Special Edition Editors: Daniela Romano
and David Moffat.

Please note that such papers would be resubmitted and re-reviewed for
the special issue using the journal guidelines at
http://www.igi-global.com/journals/guidelines.html and the normal
standards for acceptance. Further details will be announced after the
symposium.

ORGANISERS:
Daniela Romano, Lecturer, Serious Games in Virtual Environments, The
Department of Computer Science, University of Sheffield
David Moffat, Artificial Intelligence & Cognitive Science, School of
Engineering and Computing, Glasgow Caledonian University

PROGRAMME COMMITTEE:
# Alex Narayek, National University of Singapore, Singapore
# Ana Pavia, INESC-ID/Instituto Superior Tcnico, Portugal.
# Daniel Ballin, BT Group, UK
# Doron Friedman, Interdisciplinary Center (IDC), Herzliya , Israel
# Gianna Cassidy, Glasgow Caledonian University, UK
# Ian Millington, author of "Artificial Intelligence for Games",
Morgan Kaufmann Publishers, 2006, and founder of Mindlathe, an AI
middleware developer for games
# Ian Wright, AiLive.net, UK
# Irene Mazzotta, University of Bari, Italy
# Isabel Machado Alexandre, DCTI - ISCTE and INEC-ID, Portugal
# Jeff Orkin, Media Lab, MIT, US
# Jon Sykes, Glasgow Caledonian University, UK
# Judith Good, Director, University of Sussex
# Judy Robertson, Heriot-Watt University, Edinburgh, UK
# Lisa Gjedde, Aarhus University, Tuborgvej 164, Copenhagen NV, Denmark
# Marc Cavazza, Teesside University, UK
# Marco Gillies, Goldsmiths, University of London, UK
# Mark Overmars, Utrecht University, Netherlands
# Mervyn Levin, Asia representative Serious Games Institute (SGI) UK
# Patrcia Restelli Tedesco, Universitade Federal de Pernambuco (UFPE), Brasil
# Paul Richmond, University of Sheffield, UK
# Peter Cowling, University of Bradford, UK
# Pieter Spronck, University of Maastricht, Netherlands
# Ruth Aylett, Professor, Heriot-Watt University, Edinburgh, UK
# Sandy Louchart, Heriot-Watt University, Edinburgh, UK
# Simon Colton, IC, London, UK
# Simon Lucas, University of Essex, UK
# Stephen McGlinchey, University of the West of Scotland, UK
# Tom Welsh, Researcher, Glasgow Caledonian University, UK
# Vinoba Vinayagamoorthy, British Broadcasting Corporation (BBC), UK