Workshop on Case-Based Reasoning for Computer Games

18th International Conference on Case-Based Reasoning
19-22 July 2010
Alessandria, Italy


Description
Participation
Submission
Program Committee
Important dates
Schedule

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 to the Workshop

This workshop will be held on July 20th, 2010 as part of the ICCBR 2010 workshop series in Alessandria, Italy. 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 via the EasyChair ICCBR 2010 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

Manish Mehta, Georgia Institute of Technology, USA
Santiago Ontañón, IIIA-CSIC, Spain
Antonio A. Sánchez-Ruiz, Complutense University of Madrid, Spain

Program Committee (tentative)

Belén Díaz-Agudo, Complutense University of Madrid, Spain
Babak Esfandiari, Carleton University, Canada
Pedro Antonio González-Calero, Complutense University of Madrid, Spain
Joshua Jones, Georgia Institute of Technology, USA
Luc Lamontagne, Laval University, Canada
Hector Muñoz-Avila, Lehigh University, USA
Ashwin Ram, Georgia Institute of Technology, USA
Ian Watson, University of Auckland, New Zealand

Important Dates

April 9th 23rd, 2010 Deadline for workshop paper submission
May 14th, 2010 Notification of acceptance
May 28th, 2010 Camera ready copy
July 20th, 2010 Workshop held at ICCBR-10

Schedule

TimeTopic
09:15 - 09:30 Introduction and Goals of the workshop
09:30 - 10:10 Invited Talk: Artificial Intelligence for Games: Challenges and Opportunities
Pedro A. Gonzalez Calero
10:10 - 10:30 Using Automated Replay Annotation for Case-Based Planning in Games
Ben Weber and Santiago Ontañón
10:30 - 10:45 Coffee Break
10:45 - 11:05 Toward a Domain-independent Case-based Reasoning Approach for Imitation: Three Case Studies in Gaming
Michael Floyd and Babak Esfandiari
11:05 - 11:25 Feature Selection for CBR in Imitation of RoboCup Agents: A Comparative Study
Edgar Raul Acosta Villaseñor, Babak Esfandiari and Michael W. Floyd
11:25 - 11:45 Meta-Level Behavior Adaptation in Real-Time Strategy Games
Manish mehta, Santi Ontanon and Ashwin Ram
11:45 - 12:05 Online Micro-Level Decision Making in Real-Time Strategy Games: A Case-Based Reasoning and Reinforcement Learning Approach
Chad Mowery, Nathan Spencer and Isabelle Bichindaritz
12:05 - 12:25 MMPM: a Generic Platform for Case-Based Planning Research
Pedro-Pablo Gómez Martín, David LLansó, Marco Antonio Gómez Martín, Santiago Ontañón and Ashwin Ram
12:25 - 12:30 Closing Remarks