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4th International Conference on Intelligent Games
and Simulation IEE Savoy Place, London, 19-21 November 2003 Organised by the
University of Wolverhampton UK in association with The European Simulation Society |
Scientific
Programme
N E Gough The International Journal of
Intelligent Games and Simulation
Official
University of Wolverhampton disclaimer.
IEE, Savoy Place,London
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Initial
Call for Papers
You are warmly invited to take part in the 4th International Conference on Intelligent Games and Simulation. Please register your interest in taking part by contacting one of the organisers.
GAME-ON 2003 is sponsored by The European Simulation Society (EUROSIS), Appeal, University of Wolverhampton, Infogrames Studios Ltd, Binary Illusions, SGI Federal, Creature Labs, Modelbenders, Aarhus University, UC Davis, University of Teesside, Moves Institute, California, University of Teesside, University of California at Davis, Warthog, GIGnews, Aarhus University, Ghent University, Nottingham Trent University
Conference Aims
The aim of the 4th annual European Game-On Conference on simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants. Companies will also have the opportunity to seek new talent at this event. The conference will cover: Games Systems and State-of-the-art, Modelling and Simulation, Animation, Games Design and Development, Intelligent Systems, Evolutionary Systems and Artificial Life, Graphics and Virtual Reality and European Projects.
Scientific Programme
Keynote lecture Open Session on EU-GAMESRESEARCH –European Network
of Excellence in Computer Games Research AI Designing (Extensible) AI Engines with Built-in Machine Learning Technologies - Using Adaptive Markov Models - Using Decision Trees, Production Rules and Learning - Using Fuzzy Logic for membership functions and inference procedures - Using Rule Based AI or a Finite State Machine (FSM) - Using Fuzzy State Machines (FuSM) or Cascaded FuSMs - Using Artificial Life and layered AI Techniques - Level-of-Detail AI - Using scripting languages to govern NPC Bots, synthetic characters, or believable agents - Controlling simulated characters (Group Behaviour control) using flocking algorithms based on extensible scripting systems - Cognitive Modeling: (combining geometric models and inverse kinematics to simplify key-framing.physical models for animating particles. Bio-mechanical modeling, behavioral modeling) - Domain knowledge specification and character instruction - Creating AI Networks using supervised learning and genetic algorithms, and pathfinding - Using Databases using the winnowing algorithm - Using Multi-user Data Management Physics and Simulation - Collision detection, contact resolution and manifold generation (methods Lin-Canny, OBB Trees, I-Collide and Ray Tracing) - Calculation optimization between objects - The closest point algorithm by Gilbert Johnson and Keerthi (GJK) between convex and union-of convex objects - Contact equation formulation (point-plane, edge-edge and sphere-plane) - LCP (Linear Complementary problems)Based contact resolution - Iterative constraints and penalty methods for contact resolution - Micro-Collisions All programming aspects 3-D Scalability - MRM (Multi-Resolution Mesh) - Technology and the Messiah and Lith Tech Engines - Scalable level of detail-oriented rendering Methods for scaling animation quality - Scaling animation quality, new animation steps, on interpolated key-frame animation or key-frame morphing - Bump mapping: emboss-dot product and environment mapped bump map (EMBM). Facial Animation - Facial animation for Real-Time, Model Behaviour of 3D Modeling - Modelling the bone structure of faces Skeletal animation and fully scaled rendering - Physical Simulation, 3D Character Animation and physical controllers - Simulation performance - Rigid body physical animation and rigid body dynamics - Polygon Character Design and level of Detail under Technical Constraints - Particle systems, full polygonal models or sprites - Smooth rendered skins, soft skinning, head animations and full body animation (Skin, extrude and boolean, Design, composition and anatomy) - Skeletal, skinning, single skin meshes - Creating Character Animation Assets - Real-Time motion Synthesis, - Kinematics and Dynamics, Animating the real-time run cycle - T-Buffers and motion blur - Motion Capture Techniques 3D in Game Animation - Creating and scaling special effects in Real-Time 3D: environmental weapon effects and general pyrotechnics, software used to produce single frame and animated textures, booth looping and linear, and the pivotal role of alpha channels. Modeling an animation of the geometry needed and the system used to encode additional engine-specific timing and trigger data into the files. - The use of the engine particle system and scripting capabilities - Weighted vertices, Streaming SIMD - Extension Overview (floating point instruction) - Pre-rendered cinematics - Scaling of special effects and texture tricks: particle systems for generating smoke and fire, texture tricks, for volumes, lens flares and onscreen pyrotechnics. Tools - Silicon Graphics (MAYA, as a game prototyping environment) - 3D Programming for Rage Programmable Shaders (Renderman) - 3ds max Design - Game Engine Design and game environment creation - Using rapid prototyping (NEMO-DEV)and generic technology (generic world building engine), portable code - Using Math for Game programming by solving simultaneous Equations - Using Modularity and isolation abstraction, data hiding, functional independence, cohesion and coupling - Using Java as an embedded Game scripting engine - Procedural content placement, level design, enemy and entity placement - Using Databases in online Games - Programming in Linux, C++ and Visual Basic - Programming Web Games in Java - Scalable 3D games - Creating large 3D worlds - Creating Multiplayer online Games - Techniques for scaling game content,and approaches to scaling game content - C++ optimization Strategies and Techniques - 3D Engine optimization - Optimizing games for the MIPS RISC Architecture - Game design: User set set according to hard limits, pre-runtime profiling and runtime profiling Rendering - Rendering Equations and architectures - Image Based Rendering (polygon counts (throughput) and overdraw (filtrate) - Photorealistic rendering using Open GL and Direct 3D - Multi texture tricks like gloss mapping, dynamic environment mapping, detail texturing and bump mapping - Spatial aliasing and Anti-aliasing and accumulation buffers - Setup, Rendering and Transforms - Full floating point setup - Perspective-corrected texture mapping, multiple filtering modes, sophisticated texture blending for special effects and effective looking transparency - Classical local illumination equations and colour theory - Creating Reflections and shadows with stencil buffers and Z-Buffers - Light maps and changing texture coordinates, shadow maps, projected shadow maps - Methods for scaling lighting and shadows, lighting calculations - Equation on a per pixel basis, pixel path and voxel animation - Procedural Texture Methods and Theory and Real-Time Procedural Texture Implementation - Parametric Surfaces, Deforming surfaces, Curved surfaces and tri-linear flip-flopping - Using NURBS (non-uniform rational B-splines) and other parametric surfaces for representing 3D Geometry Matrix Manipulations - Methods for scaling geometry using parametric curves and surfaces in relation to polygonal models - Progressive meshes and subdivision surfaces Voice Interaction - Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice Interaction, Speech Synthesizer - Interaction with AI-NPC's, Voice-Over - Net Technology (one to one, and one to many)
Corporate
Provision can be made for exhibitions of games, books etc. An exhibition will be held in the central area where all participants will meet for refreshments. There will be a special exhibition section for universities and non-profit organisations and a special section for publishers and commercial stands. For demonstrations or video sessions, please contact Philippe Geril. Special sessions will be set up for vendor presentations in coordination with the scientific program.
Tutorials
3D Studio Max Cutting Edge Techniques for Modelling and Simulation Game Development in C++, Visual Basic Programming Games in Java Puzzle Game Design Softimage Game Development Tools, Techniques and Technology Advanced Open GL Game Development Community Design Storyplaying The art of testing games Figure Drawing "Aren't we great" presentations
European Projects
1. Fundamental work in games on multi-agent co-operation/competition using either game theory or co-evolutionary means to evolve strategy 2. Plausibility and believability for VR/games agents - physical (virtual stuntman) or social would be of interest 3. Work on deception, motivation, ethics and belief systems for agents for political/diplomacy type multiplayer games 4. Workshop on progress made in the proposed EU-GAMESNETWORK Network of Excellence in Digital Games
Student Participation
Students are encouraged to attend at a reduced registration fee. They may show demos of their work to the companies present at the conference. The best demo will receive a cash prize from the organizers. Organisers
General Conference Chair Programme Committee Members Paper SubmissionsAll submission should be sent to: Philippe
Geril, Important Dates
Only original papers which, have not been published elsewhere will be accepted. Authors are expected to register early (at a reduced fee) and to attend the conference at their own expense to present the accepted papers. If early registration and payment are not made, the paper will not be published in the Conference Proceedings. In case of multiple authors, one author should be identified as the corresponding author for the paper. Submissions must clearly indicate the affiliation, postal address, telephone number and email address of the corresponding author. An author kit with complete instructions for preparing a camera-ready copy for the Proceedings will be sent to authors of accepted submissions. See information about the standard format for papers. The camera-ready copy of the papers must be received by the European Simulation Society Office by the due date shown above. The final manuscripts are expected to be 8 pages for extended papers and 5 pages for regular papers. In order to guarantee a high-quality Conference, the final papers will be reviewed as well, to check whether the suggestions of the referees have been incorporated. Outstanding Paper Award
The Game-On 2002 will select among the extended papers, the Outstanding Paper of the Symposium. The author of this paper will be awarded a free registration for a EUROSIS conference and the paper will be published in IJIGS.
Outstanding Game Demo Award
The Game-On 2003 will select among the presented demos, the Outstanding Demo of the Conference. The author of this demo will be awarded a free registration for any EUROSIS conference. Sponsor a Student
Game companies involved in this conference can sponsor the registration for a student if the student provides them with his or her CV. Companies eligible for sponsorship are those companies actively involved in the event. Venue
The
IEE is located at Savoy Place (next to the Savoy Hotel) on the Thames
embankment, a short walk from Embankment Tube Station. Link to IEE map. Other Organised Meetings
User Group meetings for simulation languages and tools can be organised. If you would like to arrange a meeting, please contact Philippe Geril. We will be happy to provide a meeting room and other necessary equipment. Social ProgrammeConference
dinner Boat
on the River Thames to visit Greenwich Philippe Geril |