Text Box: CGAIDE 2004
International Conference on Computer Games:
Artificial Intelligence, Design and Education

Microsoft Campus, Reading, UK, 8-10 November 2004

 

Organised by the University of Wolverhampton UK, sponsored by Microsoft UK in association with SCS-Europe, the Institution of Electrical Engineers, the British Computer Society and the Digital Games Research Association

    

 

 

 


Home

Aims

Sponsors

Organisers

Int. Programme Committee

Scientific Programme

Paper Submission

Deadlines

Venue and Travel

Fees and Registration

Company Exhibitions

Student Participation

Outstanding paper awards

Social Programme

 

Contacts:

Norman Gough
Qasim Mehdi
Administrator Tarvinder Kaur

 


In association with

 

The International Journal of Intelligent Games and Simulation

 

ã University of Wolverhampton 2004

All rights reserved

 

Official University of Wolverhampton  disclaimer.

Published Monday, 10 May 2004

Updated Monday, 06 July 2004

Updated Friday, 10 September 2004

Updated Thursday, 14 October 2004

Updated Monday, 18 October 2004

Scientific Programme

Keynote lectures

Professor R. Michel Young, North Caroline State University, USA: Grand theft academic: Stealing from six disciplines to build a model of interactive narrative in computer games

Mike Pelton, Microsoft Developer Platforms Group, UK: Microsoft at the Game Developers’ Conference: Talking and Listening

Professor Mark H. Overmars, Institute of Information and Computing Sciences, Utrecht University: Aspects of Teaching Games Design

 

New:  Final Programme   Note to speakers: All presentations (except keynotes) are scheduled for 20 minutes + a few minutes for questions.

 

General Areas

     Papers were invited in any research topic related to creative, design, technical, developmental and educational aspects of computer games. Papers including applicable AI aspects and creating intelligent and believable characters were particularly welcomed.  Each paper was reviewed by at least two independent reviewers and categorized in one of the following 10 themes:

 

Special Sessions and Session Chairs

 

Neural Networks in Games.  Dr. S. McGlinchy and Dr Darryl Charles

 

Education for Games Design and Development – teaching games programming, languages, .NET, C++, C# etc, OpenGL, DirectX,  learning & teaching aids, technology-supported learning. Stuart Slater , Dr Peter Cowling , Daniel Livingstone and Dr Jon Purdy

 

AI Tools – rule-based AI, finite-state machines (FSM), genetic algorithms, case-based reasoning, fuzzy systems (FuFSM), Markov processes, adaptive Markov models, search algorithms. Godfried Williams

 

Intelligent agents – believable characters, cognitive models, agent architecture, memory, bots, group behaviour, anytime algorithms.  Professor Leon Rothkrantz

 

Tools and systems for Games / Virtual Reality (or Interaction) Technologies for Games – games platforms, games engines, middleware, sound, interfaces and controllers, speech, sound, motion capture.  Professor Yoshihiro Okada

 

Learning and Adaptation  in Games - reinforcement leaning, machine learning, artificial life, flocking, emergent modelling, morphing characters. Pieter Spronck and Dr Johannes Fuernkranz

 

Graphics Developments and Simulation – graphics cards, virtual reality (VR), collision detection and contact resolution, closest point algorithms, 3D scalability, level-of-detail rendering, image-based rendering, photo realism, textures, illumination and reflections, bump mapping, anti-aliasing, physics simulation, NURBS, skeletal animation, facial animation, rendering skins, talking heads, particle systems.  Professor David Al-Dabbas and Dr. Steve Maddock

 

Mobile  and Multiuser Games – MUDs; MMORPGs;  mobile communications, writing/converting games for mobile phones, programming web games in Java, net technology, scaling game content. Professor Stephane Natkin

 

Games Art, Design, Modelling and Development – games genres, creative aspects, art and design, level design, modelling, animation, 3dsmax, Maya, Silicon Graphics, Renderman etc; Interactive Story Telling, scripting languages, voice interaction.  Stefan Grunvogel and Professor Marc Cavazza

 

Social/humanities aspects of games; gender issues, violence, usability, pervasive gaming.  Dr Jason Rutter

 

Programme

 

Monday 8th November

08.30-09.00      Arrival and registration

09.00-09.30               Session 1 Opening Session: Welcome by Gavin King, Microsoft

09.30-10.30               Session 2 Keynote Professor R. Michael Young, North Carolina State University

Grand theft academic: Stealing from six disciplines to build a model of interactive narrative in computer games

10.30– 11.00    Coffee

11.00-13.00      Session 3  Tools and Systems for Games 1

·        3D visual component based voice input/output interfaces for interactive 3D graphics applications

·        Encoding sound by polynomial interpolation for intelligent dynamic music in computer games

·        Dynamic player modelling: A framework for player-centric digital games

·        Case-based plan recognition for real-time strategy games

11.00-13.0                    Session 4  Graphics Developments and Simulation

·        Programmable GPUs and shading languages: past, present and future

·        GPU implementation of high quality bump mapping

·        Representing random terrain on resource limited devices

·        Using a half-Jacobian for real-time inverse kinematics

·        Simulating animation by regular deformation using OpenGL

13.00-14.00      Lunch

14.00-16.00      Session 5  Tools and systems for Games 2

·        T-Collide: A temporal, real-time collision detection technique for bounded objects

·        Optimized collision detection for flexible object in a large environment

·        Applying Markov decision processes to 2D real-time games

·        A combat simulator for dungeons and dragons

14.00-16.00      Session 6  Games Art, Design, Modelling and Development

·        Non-linear interactive storytelling using object-oriented Baysian networks

·        AI structuralist storytelling in computer games

·        A new methodology for spatiotemporal game design

·        Auditory game authoring from virtual worlds to auditory environments

·        Implementation of VRML and Java for Story Visualization Tasks

16.00-16.30          Coffee

16.30-18.30          Session 7  Mobile and Multi-user Games

·        Massively multihero: Why people play virtual worlds

·        Technical and usage issues for mobile multiplayer games

·        Development of a 3D game engine and a pilot game for PDA

·        Towards statistical client prediction-analysis of user behaviour in distributed interactive media

·        MMORPG on Mobile Devices? Considerations when designing distributed adventure games

·        Investigating team speech communication in FPS video games

16.30-18.30          Session 8  Neural Networks in Games

·        The past, present and future of artificial neural networks in digital games

·        Reinforcement learning algorithm using neural networks for playing Othello

·        Towards a neural control artificial pilot

·        Looking inside neural networks trained to solve double dummy bridge problems

·        Using neural network techniques within a Go playing program

·        Learning to fight

 

Tuesday 9th November

09.00-10.0                             Session 9 Keynote: Mike Pelton, Developer Platform Group, Microsoft UK

Microsoft at the Game Developers’ Conference: Talking and Listening

10.00-11.30                        Session 10 Intelligent Agents 1

·        A NPC behaviour definition system for use by programmers and designers

·        Scalable and flexible appraisal models for virtual agents

·        Component based approach for emotional behavior of 3D CG characters

·        Building intelligence in gaming and training simulations

11.30-11.45          Coffee

11.45-13.15          Session 11  Intelligent Agents 2

·        Human motion for virtual people

·        IAgent: A real time intelligent agent animation toolkit

·        Interactive opponents generate interesting games

·        A review of potential techniques for the creation of intelligent agents in virtual environments

13.15-14.00          Lunch

14.00-15.30    Session 12  AI Tools for Games 1

·        Independent component analysis against camouflage

·        Efficient path finding for 2D games

·        Perudo as a development platform for artificial intelligence

·        What believability testing can tell us

14.00-15.30               Session 13  Social/humanities Aspects of Games 1

·        Turning a corner: Games and the social content

·        Mastermind with an unlimited number of lies as a modeling tool of cognitive processes involved in human justice

·        Caeneus architecture – an agent for social games

·        Evaluating reputation of online-gameplayers based on incoming chat messages

15.30-16.00          Coffee

16.00-17.30          Session 14  AI Tools for Games 2

·        An investigation of alternative path planning algorithms: Genetic algorithms, artificial immune systems and ant colony optimisation

·        Automatic construction of roadmaps for path planning in games

·        Using value iteration to solve sequential decision making problems in games

·        Monte Carlo real time strategy (Poster)

16.00-17.30          Session 15  Social/humanities Aspects of Games 2

·        Profiling the physiological and psychological effects of playing a networked ‘first person shoot-em-up’ computer game: Quantitative descriptive pilot study

·        Games and peer-to-peer file sharing: Attitudes towards illegal distribution of computer games

19.00 for 19.30    Conference Dinner

 

Wednesday 10th November

09.00-10.0                             Session 16 Keynote: Professor Mark H. Overmars, Utrecht University

          Aspects of Teaching Games Design

10.00-11.30          Session 17 Education for Games Design and Development 1

·        Computer games development education at university

·        Is DarkBasic to be considered harmful

·        Power and peril of teaching game programming

10.00-11.30          Session 18  Learning and Adaptation in Games 1

·        Investigation of strategy dynamics using prisoner’s dilemma problem (Invited Paper)

·        Efficient use of reinforcement learning in a computer game

·        Reinforcement learning of strategies for Settlers of Catan

·        Improved adaptive game AI with evolutionary learning

11.00 – 11.45       Coffee

11.45-13.15          Session 19 Education for Games Design and Development 2

·        Applying computer games concepts to teach database analysis and design

·        Using bugs and viruses to teach artificial intelligence

·        Teaching console games programming with the Sony Playstation 2 Linux kit

11.30-13.15          Session 20 Learning and Adaptation in Games 2

·        High-level decision learning for non-player characters in video games

·        Imitation learning at all levels of game-AI

·        Cooperative population based incremental learning

13.15-14.00          Lunch

14.00-15.00          Session 21  Student presentations / posters

·        Game Characters with Great BOD

·        The Victory game engine

14.00-15.00          Session 22  European Network of Excellence for Digital Games Research

15.00-15.30          Coffee

15.30-16.30          Session 23  Student presentations /posters

16.30-17.00          Session 24  Prizes and Closing

Address of Administrator

 

CGAIDE 2004 Conference Administrator, Ms Tarvinder Kaur,

School of Computing & Information Technology

University of Wolverhampton, Lichfield Street

Wolverhampton WV1 1EL, UK

Tel (Office): +44 1902 Fax: +44 1902 322680
E-mail: mailto:t.kaur2@wlv.ac.uk