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AISB event Bulletin Item



November 17 - 19, 2010

Holiday Inn Leicester
Leicester, United Kingdom

*Organized by*
The European Technology Institute

*Sponsored by:*
de Montfort University [ ]

*In Cooperation with*
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology

*Conference website
[ ]*

The *aim of the 11th annual European GAMEON Conference (GAMEON'2010)* on
Simulation and AI in Computer Games, is to bring together researchers and games
people in order to exchange ideas on programming and programming techniques,
which will be beneficial to the gaming industry and academia. Secondly it aims
to steer young people into this industry by providing how-to tutorials and
giving them the opportunity to show their ideas and demos to the gaming
industry. The conference will concentrate mostly on the programming of games,
with special emphasis on simulation, AI and fuzzy sets, and physics related
computer graphics. Next to that, all of this will be fused in the topic of
computer game design in stand-alone and networked games. Software providers
will be able to show their latest packages and give hand-on tutorials for the

Companies will also have the opportunity to seek new talent at this unique

GAMEON'2010 consists of *three core tracks* and a number of *peripheral tracks*

------------CORE TRACKS------------


Game Development Methodology, Game Design and Research Methods, Production
Roles, Techniques and Process Management, Social and Technical Interactions in
Art and Engineering, Participatory Media and Heterogeneous Development
Approaches, Socio-technical MOG Development, Communities and Sustainability,
Business and Requirements Modeling for Game Projects, Software Architecture and
Modeling in Games, Interaction Design and Usability in Game Contexts, Play
Testing, Gameplay Experience Evaluation


Designing (Extensible) AI Engines with Built-in Machine Learning Technologies,
Using Adaptive Markov Models, Using Decision Trees, Production Rules and
Learning, Using Fuzzy Logic for membership functions and inference procedures,
Using Rule Based AI or a Finite State Machine (FSM), Using Fuzzy State Machines
(FuSM) or Cascaded FuSMs ,Using Artificial Life and layered AI Techniques,
Level-of-Detail AI, Using scripting languages to govern NPC Bots, synthetic
characters, or believable agents, Controlling simulated characters (Group
Behaviour control) using f.ex. flocking algorithms based on extensible
scripting systems, Cognitive Modeling: (combining geometric models and inverse
kinematics to simplify key-framing. physical models for animating particles.
Bio-mechanical modeling, behavioral modeling), Domain knowledge specification
and character instruction, Creating AI Networks using supervised learning and
genetic algorithms, and pathfinding, Using Databases using the winnowing
algorithm, Using Multi-user Data Management.


Collision detection, contact resolution and manifold generation (methods
Lin-Canny, OBB Trees, I-Collide and Ray Tracing); Calculation optimization
between objects; The closest point algorithm by Gilbert Johnson and Keerthi
(GJK) between convex and union-of convex objects; Contact equation formulation
(point-plane, edge-edge and sphere-plane); LCP (Linear Complementary problems)
Based contact resolution; Iterative constraints and penalty methods for contact
resolution, Micro-Collisions, Software Object Interaction.

------------PERIPHERAL TRACKS------------


MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech Engines;
Scalable level of detail-oriented rendering ; Methods for scaling animation
quality; Scaling animation quality, new animation steps, on interpolated
key-frame animation or key-frame morphing; Bump mapping: emboss-dot product and
environment mapped bump map (EMBM).


Facial animation for Real-Time, Model Behaviour of 3D Modeling; Modelling the
bone structure of faces, facial hair etc...


Physical Simulation, 3D Character Animation and physical controllers;
Simulation performance; Rigid body physical animation and rigid body dynamics;
Polygon Character Design and level of Detail under Technical Constraints;
Particle systems, full polygonal models or sprites; Smooth rendered skins, soft
skinning, head animations and full body animation (Skin, extrude and Boolean,
Design, composition and anatomy); Skeletal, skinning, single skin meshes;
Creating Character Animation Assets; Real-Time motion Synthesis, Kinematics and
Dynamics, Animating the real-time run cycle; T-Buffers and motion blur; Motion
Capture Techniques.


Creating and scaling special effects in Real-Time 3D: environmental weapon
effects and general pyrotechnics, software used to produce single frame and
animated textures, booth looping and linear, and the pivotal role of alpha
channels. Modeling an animation of the geometry needed and the system used to
encode additional engine-specific timing and trigger data into the files. The
use of the engine particle system and scripting capabilities, Weighted
vertices, Streaming SIMD Extension Overview (floating point instruction)
;Pre-rendered cinematics ; Scaling of special effects and texture tricks:
particle systems for generating smoke and fire, texture tricks, for volumes,
lens flares and onscreen pyrotechnics, Animation Blending.


Due to their complexity and size, virtual worlds used in next-gen games will
have to be automatically generated, to a large extent, whether based on real
data or fully imaginary. Representing objects and their relations in these
worlds needs to take into account more data than simply their geometry or
appearance. In addition, most objects in such worlds will typically require a
high degree of adaptivity, in order to avoid most current rigid behaviours, as
well as to cope with the need for really adaptive game-play in both
entertainment and serious games. This theme focuses on tools and methods for
achieving such goals.


Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming for
Rage Programmable Shaders (Renderman), 3D Studio Max, Scratch, XNA, Delta 3D
and other Open Source Games Software.


Game Engine Design and game environment creation; Using rapid prototyping
(NEMO-DEV) and generic technology (generic world building engine), portable
code; Using Math for Game programming by solving simultaneous Equations; Using
Modularity and isolation abstraction, data hiding, functional independence,
cohesion and coupling; Using Java as an embedded Game scripting engine ;
Procedural content placement, level design, enemy and entity placement; Using
Databases in online Games; Programming in Linux, C++ and Visual Basic ;
Programming Web Games in Java Scalable 3D games; Creating large 3D worlds;
Creating Multiplayer online Games; Techniques for scaling game content, and
approaches to scaling game content; C++ optimization Strategies and Techniques;
3D Engine optimization; Optimizing games for the MIPS RISC Architecture; Game
design: User set set according to hard limits, pre-runtime profiling and
runtime profiling History of Game Design.


Rendering Equations and architectures; Image Based Rendering (polygon counts
(throughput) and overdraw (filtrate); Photorealistic rendering using Open GL
and Direct 3D ; Multi texture tricks like gloss mapping, dynamic environment
mapping, detail texturing and bump mapping Spatial aliasing and Anti-aliasing
and accumulation buffers; Setup, Rendering and Transforms ; Full floating point
setup ; Perspective-corrected texture mapping, multiple filtering modes,
sophisticated texture blending for special effects and effective looking
transparency ; Classical local illumination equations and colour theory;
Creating Reflections and shadows with stencil buffers and Z-Buffers; Light maps
and changing texture coordinates, shadow maps, projected shadow maps; Methods
for scaling lighting and shadows, lighting calculations ; Equation on a per
pixel basis, pixel path and voxel animation; Procedural Texture Methods and
Theory and Real-Time; Procedural Texture Implementation; Parametric Surfaces,
Deforming surfaces, Curved surfaces and tri-linear flip-flopping Using NURBS
(non-uniform rational B-splines) and other parametric surfaces for representing
3D Geometry; Matrix Manipulations; Methods for scaling geometry using parametric
curves and surfaces in relation to polygonal models; Progressive meshes and
subdivision surfaces.


As  online gaming becomes more and more popular security issues now come into
the forefront of secure game play using public key cryptography, symmetric key
cryptography, digital signatures, authentication and available cryptographic
toolkits. If you are designing or working on these issues you can,


Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice
Interaction, Speech Synthesizer; Interaction with AI-NPC's, Voice-Over Net
Technology (one to one, and one to many).


applied to games, based on player to game interactions and biometric data


affective gaming, affective user modeling, player emotion recognition,
Developing believable NPC, methods to improve emotional gameplay etc (see Milo
soft f.ex.), Games for health, Games for well-being, Persuasive games, Music in
games (and affective audio in games)


Artistic input to game and character design.


Storytelling and Natural Language Processing.


techniques, case studies, research etc...


* Wargaming methodology and techniques applied to strategic game design using
Campaign managers, character generators, terrain generators. Multiplayer
wargaming and Web Wargaming

* Serious Games applications

* Aerospace Simulations, Board Games etc...

* Games for training

* Games Console Design

* Gaming with Robots


Gaming with I-Toy, WII and other handheld devices such as phones, Virtual
Sat-Nav Gaming. Focusing on the man-machine interaction part.


Humans communicate using speech, gesture, and body motion, yet today's
computers do not use this valuable information. Instead, computers force users
to sit at a typewriter keyboard, stare at a TV-like display, and learn an
endless set of arcane commands -- often leading to frustration, inefficiencies,
and disuse.

The idea behind PUI is that a computer system "hears" users' voice commands and
"sees" their gestures and body positions. Interactions are natural, more like
human-to-human interactions. PUI use here machine perception to allow users to
interact with computergames and within computer gaming environments. By reading
gestures, motions and speech we should be able to in a much more natural way
interact with the games.

But sensor systems deliver only raw position and pose information. For
interface use, these are not the desired quantitieswe need to understand the
abstractions appropriate for a natural interface and consider how the various
perceptual input degrees of freedom should relate to available commands and

*Tutorials, "Aren't we great" presentations, Student Demos.*

Students are encouraged to show demos of their work to the companies present at
the conference. The best demo will receive a prize from the organizers.

The conference will be held at the Holiday Inn Leicester, Leicester, United


The poster session only features work in progress. Next to the actual poster
presentation, these submissions also feature as short papers in the


This session is for students who want to present their work in progress or part
of their doctoral thesis as a paper. Student papers are denoted by the fact that
only the name of the student appears on the paper as an author. They are
published as short papers in the Proceedings.


For demonstrations or video sessions, please contact Philippe Geril. A Special
session will be set up for vendor presentations in co-ordination with the
scientific program. User Group meetings for games simulation languages and
tools can be organised the day before the conference. If you would like to
arrange a meeting, please contact the Conference Chairs. We will be happy to
provide a meeting room and other necessary equipment.


Partners for European projects session(s) will be organised by EUROSIS to give
potential project teams or individuals the opportunity to present their
research in order to link up with fellow researchers for future research
projects. Those wishing to participate in this session need to send a proposal
to Philippe Geril


A special exhibition will be held during the conference focused on gaming
tools. For more information please contact EUROSIS for further details. Email:


Beware as European VAT regulations have changed, UK VAT may be charged. This
will be confirmed shortly.

		Registration Fees


		   Other Participants

		Pre-reg before Oct.25 2010

		 495 EURO
		   495 EURO
		      555 EURO

		Reg after Oct.25 2010

		    Pre-registration Required

		535 EURO
		     595 EURO

Student authors pay: 360 EUR (see website for conditions)

Students who register after October 25 and who are not authors pay 350 EUR.

The registration fee includes a copy of the Proceedings, lunches, conference
dinner, get-together party, coffee breaks, company visit and demonstrations.


*FULL PAPER* (including abstract, conclusions, diagrams, references) During
review, the submitted full papers can be accepted as a regular 5 page paper. If
excellent, full papers can be accepted by the program committee as an extended
(8-page) paper. Each submission will be reviewed by at least three/five members
of the International Program Committee.

*EXTENDED ABSTRACT* (at least five pages) Participants may also submit a 5 page
extended abstract for a regular (5 pages) or short (3 pages) paper or poster,
which will be reviewed by three/five members of the International Program

*SHORT ABSTRACT*(at least three pages)
Participants may also submit a 3 page abstract for a short paper or poster,
which will be reviewed by three/five members of the International Program

All accepted papers will be published in the GAMEON'2010 Conference


All EUROSIS Proceedings are indexed by *Thomson Reuters and IEE-INSPEC*


Send all submissions in an ELECTRONIC FORM ONLY in PDF format indicating the
designated track and type of submission (full paper or an extended abstract) to

Please provide your name, affiliation, full mailing address, telephone / fax
number and Email address on all submissions as well. For submissions please put
in the subject of your Email the following indications: GAMEON'2010 and
designated track or USE ELECTRONIC REPLY.

Only original papers, which have not been published elsewhere, will be accepted
for publication


Submit contributed full-papers (5 to 8 proceedings pages) not previously
published. These submissions, when accepted will be published as regular or
extended papers, depending on their quality.

Submit extended abstracts (5 abstract pages) or short papers (3 abstract
pages), reports of industrial projects and summaries of posters. These
submissions, when accepted will be published as regular 5 page or short 3 page
proceedings papers.

Submit a one to three page proposals to present tutorials, to organise and
chair panel sessions, to organise user meetings, vendor sessions or to exhibit

Submit abstracts for student and poster session


*SEPTEMBER 25, 2010*
Notification of Acceptance or Rejection

*OCTOBER 25, 2010*
Authors provide camera-ready manuscript

*NOVEMBER 17-19, 2010*
Conference at the Holiday Inn Leicester, Leicester, United Kingdom


The 2010 GAMEON Conference Committee will select the Outstanding Paper of the
Conference. The author of this paper will be awarded a free registration for a
EUROSIS conference. Only papers SUBMITTED AS FULL papers will be eligible for
the Outstanding Paper Award.


The official conference language for all papers and presentations is English.

First Name:
Occupation and/or Title:
Mailing Address
Zip code: City: Country.
Telephone: Fax:
Yes, I intend to attend the GAMEON'2010:
[ ] Presenting a paper, by submitting a full paper
[ ] Presenting a short paper (by submitting an extended abstract)
[ ] Participating in the industrial program
[ ] Organizing a vendor session
[ ] Proposing a panel discussion (please mention names of panellists)
[ ] Contributing to the exhibition
[ ] Without presenting a paper
The provisional title of my paper / exhibited tool is:
With the following highlights:
The paper belongs to the category (please tick only one):
[ ] Games Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Modelling of Virtual Worlds
[ ] Tools
[ ] Games Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Affective Computing
[ ] Artistic Input
[ ] Storytelling and Natural Language Processing
[ ] Applications
[ ] Games Console Design
[ ] Online Gaming and Gaming Security
[ ] Networked Gaming and MMOG's
[ ] Game Analysis
[ ] Games for Training
[ ] Serious Gaming
[ ] Wargaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
[ ] Other_____________________________
Other colleague(s) interested in the topics of the conference is/are:

Please email your reply or send or fax this card immediately to:
Philippe Geril, EUROSIS,
European Simulation Office
Greenbridge NV
Wetenschapspark 1, Plassendale 1
B-8400, Ostend, Belgium
Fax: +

*GAMEON is a registered trademark of the European Technology Institute.*

If you would like to receive more information about EUROSIS and its activities,
please tick the following box:
[ ] YES, I would like to know more about EUROSIS
[ ] NO, please remove me from your database.