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AISB event Bulletin Item

CFP: AISB'09 : AI & Games - Full paper deadline EXTENDED to 19th January 2009

Dear Authors

thank you very much to those who has submitted already to the the AI &
GAMES symposium, we have received several request to extend the full
papers deadline and this will be move now in line withe the other
submissions to:

19th January 2009

those who have already submitted can update they submission if they wish.

Have a Nice Christmas and Happy New Year

Daniela & David

AISB'09 Symposium: AI & GAMES
Edinburgh Scotland 6th - 7th April 2009
ALL submissions:     19 January 2009
Notification:                 2 Feb 2009
Workshop Dates:    8th-9th April 2009
Please submit using the EasyChair AI&GAMES Web page at;conf=a1games by the
19th JANUARYr 2009.
selecting the appropriate category


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 understanding of 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.

Submissions of full papers to the workshop not to exceed 12 pages,
submission of short papers not to exceeed 6 pages, respecting the
AISB'09 papers format.
They will be judged on relevance to the symposium themes, impact and
contribution, significance, originality, readability, quality and
clarity. The review form is available for download on the AISB'09 web
We welcome and encourage submissions of original papers. Each paper
will be reviewed by three referees and accepted on the basis of the
score given. Authors are asked to take care not to identify themselves
in their submissions, as the reviews will be anonymous.

# All papers accepted for the workshop will be published in the AISB
proceedings produced for the conference. Best papers will be also
invited to submit to either Special Edition "Artificial Intelligence
and Games" of the International Journal of Gaming and
Computer-Mediated Simulations (IJGCMS), Editor-in-Chief: Richard E.
Ferdig, University of Florida, USA, Special Edition Editors: Daniela
Romano and David Moffat
# or IEEE Transactions on Computational Intelligence and AI in Games,
Editor-in-Chief: Simon M. Lucas, University of Essex
as appropriate.

Please note that such papers would be resubmitted and re-reviewed for
the special issue using the journal guidelines and the normal
standards for acceptance. Further details will be announced to
selected papers after the symposium.

Posters on relevant topic as highlighted in the scope of the symposium
are welcome. Posters should be submitted a one page .pdf file as they
would appear as in their final printed version.

Also we are interested in setting a demonstration session where both
industry and research tools for AI & GAMES or applications are
presented. Please send one page briefly describing the

Finally we would encourage researchers from academia, education and
industry to request a tutorial slot in which to present and
demonstrate in details a tool (e.g. API or SDK) or application (e.g. a
customizable gaming environment) relevant for AI & GAMES research and
creation. Please send one page briefly describing the proposed
tutorial and its expected impact.

Please submit a paper using the EasyChair AI&GAMES Web page at;conf=a1games