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Current computer and video games are fascinating laboratories
for CBR as they involve interactivity, complex situations and
evolving scenarios. Some games often depict rich and complex
environments characterized by huge search spaces for which an
exact model is difficult to build. Some are real-time and very
dynamic, hence posing challenges for intelligent decision making
and planning. These challenging characteristics represent
opportunities for the insertion of approximate techniques
relying on 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 to encourage
dialog among researchers to clearly determine the current
state-of-the-art of CBR research in games and to identify the main
issues pertaining to the study, integration, and evaluation of CBR
approaches on tasks from complex games.
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 and dialogue planning
- 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
This workshop will be held on 21 July 2009 as part of the ICCBR
2009 workshop series in Seattle. 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 to this area. The Organizing Committee will select a
subset of the submitted papers for oral presentation. In addition,
we will arrange a panel that addresses popular interests among the
participants. Finally, time will be reserved for a session where
some participants can demonstrate their gaming environment and
illustrate the contributions of CBR technology.
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 and the CBR component.
Papers must be submitted before April 25, 2009, in electronic form as
pdf via the ICCBR-09
EasyChair Conference Site.
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.
Workshop Chairs
Luc
Lamontagne, Université Laval, Canada
Pedro Antonio
González-Calero, Complutense
University of Madrid, Spain
David Aha, Naval
Research Laboratory, USA
Hans-Dieter Burkhard, Humboldt University Berlin, Germany
Pádraig
Cunningham, University College Dublin, Ireland
Belén Díaz-Agudo,
Complutense University of Madrid, Spain
Babak
Esfandiari, Carleton University, Canada
Hector Muñoz-Avila,
Lehigh University, USA
Santi Ontañón, Georgia
Institute of Technology, USA
Ashwin Ram, Georgia
Institute of Technology, USA
| April 25, 2009 |
Deadline for workshop paper submission |
| May 20, 2009 |
Notification of acceptance for workshop papers |
| June 5, 2009 |
Camera ready copy due |
| July 21, 2009 |
Workshop held at ICCBR-09 |
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