May 14: During the conference period, presentations will be provided on demand through pre-recorded videos, while discussions will be done through chat comments. The maximum video length is 20 mins for full, vision, and competition papers; 10 mins for short and 5 mins for demo papers. There is no poster presentation at CoG 2020.
As of April 16, as with other major conferences in the same period, CoG 2020 will be going virtual. Platforms with high accessibility for our participants will be used. Registration fees will be reduced accordingly. More information regarding this will be made available on the CoG 2020 website soon.
As of March 16, although the pace of submissions looks good, —— to slightly give more room to our colleagues who might have been affected by the COVID-19 pandemic situation —— the deadlines for regular papers and auxiliary papers have been extended to March 30 and May 22, respectively. Any further extension cannot be expected. Stay safe.
As of March 14, 2020, our provisional contingency plan against COVID-19 is as follows: One author per accepted paper/industry talk/tutorial would register to the conference as usual. However, they would be allowed to present their talk via remote live streaming or have a pre-recorded-video played at the venue.
As of March 2, we have no plan to extend any deadlines. The one
approaching is March 23, 2020 for Regular Papers (Full Technical
Papers). Look forward to receiving your submission(s).
As of Feb 24, 2020, as with other events in Japan during the same period, CoG 2020 will be held as planned. We will continue closely monitoring the situation on COVID-19 as well as the status of other major conferences to be held in Japan during spring and summer, and keep you updated.
The Conference on Games (CoG) evolved from Computational Intelligence and Games (CIG) in 2019 and later joined by Virtual Worlds and Games for Serious Applications (VS-GAMES) from CoG 2020 to bring together leading researchers and practitioners from academia and industry in the field of games, to discuss recent advances and explore future directions. Games offer a fantastic domain for computational creativity, game design, technology, education, social sciences and, undoubtedly, artificial and computational intelligence. The annual IEEE Conference on Games (IEEE CoG) seeks to share insights and cutting-edge research related to game technologies and design, covering scientific, technical, and engineering aspects of games.
After the first and very successful CoG 2019 in London, UK, with the total number of submissions more than 250 for all paper categories and the acceptance rate for regular papers (oral presentation) of 41%, CoG 2020 brings together leading researchers and practitioners from academia and industry in the field of games to Osaka, Japan, to discuss recent advances and explore future directions. IEEE CoG 2020 will include presentations of peer-reviewed papers, invited talks by high-profile industry and academic leaders, panels, posters and demos. Expecting slightly more submissions and lower acceptance rates, we welcome papers related to all aspects of games, including, but not limited to, the following broad subject areas:
|Submission type||Deadline1||Notif.||Camera Ready|
|Competitions and Tutorials|| ||N/A|
|Special Session Proposals|| ||On a rolling basis|
|Regular Papers (Full Technical Papers)|| || ||
|Auxiliary Papers (Short, Competition, Vision, and Demo)|| || ||
|Games Industry Talks||
|IEEE CIS Grants|| ||15th July|
|Sponsor Grants||30th June||15th July|
|Author/Speaker Registration||22nd July|
|Non-Speaker/Non-Author Registration||23rd July - 5th August|
|Conference||24th – 27th August|
1 All times are anywhere in the world.
Full technical papers (
23rd 30th March 2020)
Short, competition, vision and demo papers (
15th 22nd May 2020)
Call for Games Industry Talks
12th 19th June 2020)
Notification of acceptance: 26th June 2020
IEEE CoG 2020 Program
List of IEEE CoG 2020 Competitions
List of IEEE CoG 2020 Tutorials
List of IEEE CoG 2020 Keynotes
The industry session is a session with topics provided by and focused on the games industry and how it links to research in games