Introduction

In the past decade, the AISB AI & Games symposium has acted as a meeting place for researchers and practitioners from academia and industry who are involved with the design, development and evaluation of AI in the context of games. The new version of the symposium aims to strengthen the undergraduate and postgraduate research contributions for the symposium as well.

The Symposium focuses on the application of artificial intelligence techniques, frameworks and theories to any aspect of play and games. In a gaming context AI has a variety of use cases, from algorithmic generation to making a game more engaging, personalised, and/or interactive.

Authors could be specialised in: AI, machine learning, planning, narrative, education and training, media, multimedia, virtual reality and virtual experiences, game design and development, game interaction design, characters design, interaction design and evaluation for children and/or adults, and any other relevant area.

The Symposium is usually run over one day with a keynote to motivate and challenge the attendees. During the session, the authors present their paper or demo. A separate poster and demo session will be run to further engage with specific topics.

Important Dates

  • 10 January 24 January 2020
    Deadline for submissions
  • 10 February 2 March 2020
    Notification of authors
  • 28 February 9 March 2020
    Deadline for camera-ready versions of papers
  • 7–9 April
    AISB 2021 Convention
    Fully online over Zoom

Call for Papers

Submissions can discuss and present published work as long as the work has not been published in the same form. However, the submission should be tailored towards the AISB community. The main aim for the symposium is to give attendees an opportunity to discuss current work and work in progress from an academic as well as professional perspective.

We invite submissions of the following kinds:

  • Extended Abstracts (2–4 pages)
  • Short papers (4–6 pages)
  • Posters (one slide, and one page for the proceedings)
  • Demonstrations (2 pages description of what is going to be demonstrated)
  • Tutorials (max 2 pages description of planned tutorial content)

Selected high-quality submissions extended and re-reviewed will be included in a journal special issue (TBC).

Submission Guidelines

Please prepare paper submissions using the following templates.

We request that submitted papers are limited to eight pages in total.

Submit through Easychair

List of Topics

The following non-exhaustive list of research and practice shows potential submission topics:

  • The use of AI techniques in games, e.g. planning, machine learning, evolution
  • The design and engineering of AI components for games
  • Procedural content generation and generative systems in games
  • Intelligent or adaptive player interaction
  • Game analytics
  • Player modelling
  • Agent decision making systems
  • Environmental simulations
  • Interactive narrative generation and AI for narrative
  • Intelligent narrative technologies
  • Experimental applications of AI within games

Programme Committee

  • Simon Lucas, Queen Mary University of London
  • Cameron Browne, Maastricht University
  • Flávio Soares Corrêa da Silva, University of São Paulo
  • Rania Hodhod, Columbus State University
  • Christoph Salge, University of Hertfordshire
  • Jeremy Gow, Queen Mary University of London
  • James Walker, University of York
  • Vanessa Volz, modl.ai
  • Sanaz Mostaghim, Otto von Guericke University of Magdeburg
  • Isabel Machado Alexandre, Instituto Universitário de Lisboa
  • Mark J. Nelson, American University

Organising Committee

  • Sebastian Berns, Queen Mary University of London
  • Nathan John-McDougall, Queen Mary University of London
  • James Goodman, Queen Mary University of London
  • Swen Gaudl, University of Plymouth