Tag Archives: Artificial intelligence

You can start writing your papers to EvoGAMES. Time is running!

20 Sep

November 1st is the date when you must submit your high-quality contributions to EvoGAMES 2017. And to the rest of Evo* conferences and tracks, of course.

As you know, the topics of interest are mainly focused on the applications of bio-inspired algorithms in games or related research lines. Namely, we are interested in:
– Computational Intelligence in video games
– Intelligent avatars and new forms of player interaction
– Player experience measurement and optimization
– Procedural content generation
– Human-like artificial adversaries and emotion modelling
– Authentic movement, believable multi-agent control
– Experimental methods for gameplay evaluation
– Evolutionary testing and debugging of games
– Adaptive and interactive narrative and cinematography
– Games related to social, economic, and financial simulations
– Adaptive educational, serious and/or social games
– General game intelligence (e.g. general purpose drop-n-play Non-Player Characters, NPCs)
– Monte-Carlo tree search (MCTS)
– Affective computing in Games

The Evo* event will be held in Amsterdam on April 2017, so you’ll better do a very good work to get there!

You’ll have a lot of space to describe your work, up to 16 pages.

As usual, the accepted submissions will be included in the proceedings of Evo* (LNCS), but this year, a selection of the best papers in EvoAPPS will be invited to submit an extended version a special issue of Memetic Computing journal.

See you at the Red Light District in Amsterdam! 😀

Dangerousness Metric for Gene Regulated Car Driving

13 Apr

Paper presented as interactive talk and poster at EvoGAMES 2016 in Porto (Portugal).

BY:
Sylvain Cussat-Blanc, Jean Disset, Stephane Sanchez

ABSTRACT:

In this paper, we show how a dangerousness metric can be used to modify the input of a gene regulatory network when plugged to a virtual car. In the context of the 2015 Simulated Car Racing Championship organized during GECCO 2015, we have developed a new cartography methodology able to inform the controller of the car about the incoming complexity of the track: turns (slipperiness, angle, etc.) and bumps. We show how this dangerousness metric improves the results of our controller and outperforms other approaches on the tracks used in the competition.

PRESENTATION:

This slideshow could not be started. Try refreshing the page or viewing it in another browser.

https://www.irit.fr/~Sylvain.Cussat-Blanc/shared/slides_evostar16.pdf

Enjoy it!

EvoGAMES is comming… Look at the CFP

22 Sep

The deadline for submitting your paper to EvoGAMES (and the rest of Evo*) is now set (1 November).

EvoGAMES is a track of the European Conference on the Applications of Evolutionary Computation focused on the applications of bio-inspired algorithms in games.

The areas of interest for the track include, among others:
Computational Intelligence in video games
  – Intelligent avatars and new forms of player interaction
  – Player experience measurement and optimization
  – Procedural content generation
  – Human-like artificial adversaries and emotion modelling
  – Authentic movement, believable multi-agent control
  – Experimental methods for gameplay evaluation
  – Evolutionary testing and debugging of games
  – Adaptive and interactive narrative and cinematography
  – Games related to social, economic, and financial simulations
  – Adaptive educational, serious and/or social games
  – General game intelligence (e.g. general purpose drop-n-play Non-Player Characters, NPCs)
  – Monte-Carlo tree search (MCTS)
  – Affective computing in Games

Important dates are:
– Submission of papers: 1 November 2015
– Notification: 4 January 2015
– Camera-ready: 18 January 2015
– Evo* dates: 30 March – 1 April 2016

This year, the page limit has been increased up to 16 pages, so you could write more and more scientific content. 😀

As usual, the accepted submissions will be included in the proceedings of Evo*, published in a volume of the Springer Lecture Notes in Computer Science.

For more info about the conference and the track you can visit the Main site of Evo* 2016.

See you in Porto!

Hackathon in Videogames at EVO* 2014

10 Apr

Imagen

Hi to all,

Finally, the EVOHackathon will be held in the Oficina de Software Libre on Tuesday 22 April (one day before EVOGames conference).

There are 5 projects confirmed right now,namely:

  • Creating autonomous agents for Super Mario Bros. game
  • Creating an AI engine for the game Wetland (Greyman Studios)
  • Creating bots for 1 vs 1 combats in the RTS Planet Wars
  • Procedural generation of stages for a new game (Greyman Studios)
  • Progamer: Code visualization tool based in Super Mario Bros. levels

As you can see, two of them are proposed and will be directed by a videogames company.

The inscription form is here.

We invite you to join us. It is free! 😀

Expert Knowledge Modelling in Unreal Tournament presented in CEDI 2013

22 Sep

The title of the paper is “Modelling Human Expert Behaviour in an Unreal Tournament 2004 Bot”. It has presented in the Primer Simposio Español en Entretenimiento Digital (SEED 2013) track, inside CEDI 2013.

Abstract:

This paper presents a deep description of the design of an autonomous agent (bot) for playing 1 vs. 1 dead match mode in the first person shooter Unreal Tournament 2004 (UT2K4).
The bot models most of the behaviour (actions and tricks) of an expert human player in this mode, who has participated in international UT2K4 championships.
The Artificial Intelligence engine is based on two levels of states, and it relies on an auxiliary database for learning about the fighting arena. Thus, it will store weapons and items locations once the player has discovered them, as a human player could do.
This so-called expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including the expert).

The presentation can be seen at Slideshare:

Enjoy it!

And cite us,of course. 😀