The CoG 2020 proceedings are available on IEEE Xplore. If you or your institution has access to IEEE Xplore, you can download papers from there where other useful information is also available, such as authors' details and their list of IEEE publications; otherwise please find the list of CoG 2020 papers below.
Mike Cook Getting Started in Automated Game Design (video + live Q&A on Zoom)
Atsushi Takeda, Claus Aranha, Takashi Otsuki, Hirotaka Osawa Development of Game AI for Playing the Werewolf Game (video 1, video 2, video 3 and team channel + live on Zoom)
Joseph Alexander Brown, Hamna Aslam Affordances and Playtest Methodologies (video + live on Zoom)
Cameron Browne, Matthew Stephenson Designing, Playing and Testing Games with Ludii (live on Zoom)
Youichiro Miyake AI Technologies in Game Industry (video + live Q&A on Zoom)
Daniel Ashlock Procedural Automatic Content Generation of Level Maps for Games (live on Zoom)
Best Paper Session I
Yaron Shoham and Jonathan Schaeffer The FESS Algorithm: A Feature Based Approach to Single-Agent Search (paper, video)
Jianrong Tao, Yu Xiong, Shiwei Zhao, Yuhong Xu, Jianshi Lin, Runze Wu and Changjie Fan XAI-Driven Explainable Multi-view Game Cheating Detection (paper, video)
Felix Born, Maic Masuch and Antonia Hahn Ghost Sweeper: Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR Exergame (paper, video)
Pier Luca Lanzi, Fabrizia Corona, Alex De Vita, Giovanni Filocamo, Michaela Foa', Amalia Lopopolo and Antonella Petaccia Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games (paper, video)
Aadilmehdi Sanchawala, Adhithya Arun, Rahul Sajnani and Kavita Vemuri Unlocked: A Game On Human Trafficking (paper, video)
Best Paper Session II
Johannes Pfau, Antonios Liapis, Georg Volkmar, Georgios N. Yannakakis and Rainer Malaka Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling (paper, video)
Marco Pleines, Jenia Jitsev, Mike Preuss and Frank Zimmer Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement Learning (paper, video)
Miguel González-Duque, Rasmus Berg Palm, David Ha and Sebastian Risi Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error (paper, video)
Hendrik Baier and Michael Kaisers Guiding Multiplayer MCTS by Focusing on Yourself (paper, video)
Anurag Sarkar and Seth Cooper Towards Game Design via Creative Machine Learning (GDCML) (paper, video)
Note: All the papers above are sorted according to their paper ID. They are also shown in their respective tracks below.
CONFERENCE PROCEEDINGS
AI FOR PLAYING GAMES
FULL PAPERS
Meng Wang, Yingfeng Chen, Tangjie Lv, Yan Song, Kai Guan, Changjie Fan and Yang Yu Reinforcement Learning with Action-Specific Focuses in Video Games (paper, video)
Sinan Ariyurek, Aysu Betin Can and Elif Surer Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing (paper, video)
Chang Ye, Ahmed Khalifa, Philip Bontrager and Julian Togelius Rotation, Translation, and Cropping for Zero-Shot Generalization (paper, video)
Yunqiu Xu, Meng Fang, Ling Chen, Yang Wang and Chengqi Zhang Deep Reinforcement Learning with Transformers for Text Adventure Games (paper, video)
Christopher Bamford and Simon Lucas Neural Game Engine: Accurate learning of generalizable forward models from pixels (paper, video)
Garry Greenwood and Daniel Ashlock Monte Carlo Tree Search Strategies in 2-Player Iterated Prisoner Dilemma Games (paper)
Yaron Shoham and Jonathan Schaeffer The FESS Algorithm: A Feature Based Approach to Single-Agent Search (paper, video)
Chao Huang, Like Zhang, Yanqing Jing and Dajun Zhou Efficient Imitation Learning for Game AI (paper, video)
Yan Song, Yingfeng Chen, Yujing Hu and Changjie Fan Exploring Unknown States with Action Balance (paper, video)
Bruno Bouzy, Alexis Rimbaud and Véronique Ventos Recursive Monte Carlo Search for Bridge Card Play (paper, video)
Dennis J. N. J. Soemers, Eric Piette, Matthew Stephenson and Cameron Browne Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration (paper, video)
Ivan Bravi and Simon Lucas Rinascimento: using event-value functions for playing Splendor (paper, video)
Raluca D. Gaina, Chiara F. Sironi, Mark H. M. Winands, Diego Perez Liebana and Simon Lucas Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game Playing (paper, video)
Diego Perez Liebana, Muhammad Sajid Alam and Raluca Gaina Rolling Horizon NEAT for General Video Game Playing (paper, video)
Mark J. H. van Den Bergh, Sipke T. Castelein and Daniël M. H. van Gent Order versus Chaos (paper, video)
Martin Balla, Simon Lucas and Diego Perez-Liebana Evaluating Generalisation in General Video Game Playing (paper, video)
Marco Pleines, Jenia Jitsev, Mike Preuss and Frank Zimmer Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement Learning (paper, video)
Anssi Kanervisto, Christian Scheller and Ville Hautamäki Action Space Shaping in Deep Reinforcement Learning (paper, video)
Alvaro Ovalle and Simon Lucas Bootstrapped model learning and error correction for planning with uncertainty in model-based RL (paper, video)
Hendrik Baier and Michael Kaisers Guiding Multiplayer MCTS by Focusing on Yourself (paper, video)
COMPETITION PAPERS
Dae-Wook Kim, Sungyun Park and Seong-il Yang Mastering Fighting Game Using Deep Reinforcement Learning With Self-play (paper, video)
Florian Richoux microPhantom: Playing microRTS under uncertainty and chaos (paper, video)
Abdessamed Ouessai, Mohammed Salem and Antonio Mora Improving the Performance of MCTS-Based µRTS Agents Through Move Pruning (paper, video)
Alexander Dockhorn and Simon Lucas Local Forward Model Learning for GVGAI Games (paper, video)
SHORT PAPERS
Shivam Agarwal, Christian Herrmann, Günter Wallner and Fabian Beck Visualizing AI Playtesting Data of 2D Side-scrolling Games (paper, video)
Takanobu Yaguchi and Hitoshi Iima Design of an Artificial Game Entertainer by Reinforcement Learning (paper)
Aline Hufschmitt, Stéphane Cardon and Éric Jacopin Can Musical Tempo Makes Tetris Game Harder? (paper, video)
Jeppe Theiss Kristensen, Arturo Valdivia and Paolo Burelli Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning (paper, video)
Stéphane Cardon and Éric Jacopin Binary GPU-Planning for Thousands of NPCs (paper, video)
Francesco V. Lorenzo, Sahar Asadi, Alice Karnsund, Lele Cao, Tianze Wang and Amir H. Payberah Use All Your Skills, Not Only The Most Popular Ones (paper)
Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat and Ruck Thawonmas Towards Social Facilitation in Audience Participation Games: Fighting Game AIs whose Strength Depends on Audience Responses (paper, video)
Wanxiang Li, Chu-Hsuan Hsueh and Kokolo Ikeda Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning (paper, video)
Jonathan Boron and Chris Darken Developing Combat Behavior through Reinforcement Learning in Wargames and Simulations (paper, video)
Lucas Critch and David Churchill Combining Influence Maps with Heuristic Search for Executing Sneak-Attacks in RTS Games (paper, video)
DEMO PAPERS
Aline Hufschmitt, Stéphane Cardon and Eric Jacopin Sonotris: testing the influence of musical tempo on Tetris players performance. (paper, video)
Thanat Jumneanbun, Sunee Sae-Lao, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn and Worawat Choensawat Rap-Style Comment Generation to Entertain Game Live Streaming (paper, video)
Simon Lucas Cross Platform Games in Kotlin (paper, video)
ANALYTICS AND PLAYER MODELLING
FULL PAPERS
Shiwei Zhao, Runze Wu, Jianrong Tao, Manhu Qu, Hao Li and Changjie Fan Multi-source Data Multi-task Learning for Profiling Players in Online Games (paper, video)
Enrica Loria, Johanna Pirker, Anders Drachen and Annapaola Marconi Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game (paper, video)
David Renaudie, Robert Lizatovic, Ahmad Azadvar, Rickard Elmqvist, Klaus Hofmeister and Bjorn Kristmannsson Categorical Clustering Applied to the Discovery of Character Builds in TCTD2: the BaT Approach (paper)
Yushan Zhou and Wenxin Li Discovering of Game AIs’ Characters Using a Neural Network based AI Imitator for AI Clustering (paper, video)
Paul Riggins and David McPherson Formal Game Grammar and Equivalence (paper, video)
Romain Mathonat, Jean-Francois Boulicaut and Mehdi Kaytoue A Behavioral Pattern Mining Approach to Model Player Skills in Rocket League (paper, video)
Robert C. Gray, Jichen Zhu and Santiago Ontañón Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits (paper, video)
Johannes Pfau, Antonios Liapis, Georg Volkmar, Georgios N. Yannakakis and Rainer Malaka Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling (paper, video)
Sofia Maria Nikolakaki, Ogheneovo Dibie, Ahmad Beirami, Nicholas Peterson, Navid Aghdaie and Kazi Zaman Competitive Balance in Team Sports Games (paper, video)
SHORT PAPERS
Joakim Bergdahl, Camilo Gordillo, Konrad Tollmar and Linus Gisslen Augmenting Automated Game Testing with Deep Reinforcement Learning (paper, video)
Dong-Hee Kim, Changwoo Lee and Ki-Seok Chung A Confidence-Calibrated MOBA Game Winner Predictor (paper, video)
Yang Liu, Hesham Dar and Robert Sharp Mobile Gamer Modelling and Game Performance Preference Measurement (paper, video)
Tiffany D. Do, Dylan S. Yu, Salman Anwer and Seong Ioi Wang Using Collaborative Filtering to Recommend Champions in League of Legends (paper, video)
Yuan An, Anggina Primanita, Mohd Nor Akmal Khalid and Hiroyuki Iida Ascertaining the Play Outcome using the Single Conspiracy Number in GoBang (paper, video)
Qirui Wu and Jacques Carette Can Deep Learning Predict Problematic Gaming? (paper, video)
Wanshan Yang, Ting Huang, Junlin Zeng, Lijun Chen, Shivakant Mishra and Youjian Eugene Liu Correlation Between Personality and Social Interactions in Online Strategy Games (paper, video)
BENCHMARKS AND COMPETITIONS
FULL PAPERS
Jakub Kowalski, Radosław Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykuła and Andrzej Tkaczyk Efficient Reasoning in Regular Boardgames (paper, video)
Andrew Feng and Andrew S. Gordon Recognizing Multiplayer Behaviors Using Synthetic Training Data (paper, video)
Anssi Kanervisto, Joonas Pussinen and Ville Hautamäki Benchmarking End-to-End Behavioural Cloning on Video Games (paper, video)
VISION PAPERS
Vanessa Volz and Boris Naujoks Towards game-playing AI benchmarks via performance reporting standards (paper, video)
EDUCATION AND GAMES
FULL PAPERS
Serena Lee-Cultura, Kshitij Sharma, Sofia Papavlasopoulou and Michail Giannakos Motion-Based Educational Games: Using Multi-Modal Data to Predict Player's Performance (paper, video)
Tomás Alves, Samuel Gomes, João Dias and Carlos Martinho The Influence of Reward on the Social Valence of Interactions (paper, video)
Yukiko Sato, Hiroki Hanaoka, Henrik Engström and Shuichi Kurabayashi An Education Model for Game Development by A Swedish-Japanese Industry-Academia Alliance (paper, video)
Aadilmehdi Sanchawala, Adhithya Arun, Rahul Sajnani and Kavita Vemuri Unlocked: A Game On Human Trafficking (paper, video)
Jack Ratcliffe and Laurissa Tokarchuk Evidence for embodied cognition in immersive virtual environments using a second language learning environment (paper, video)
SHORT PAPERS
Wolfgang Höhl, Farzam Kharvari and Gudrun Klinker Wayfinding in Museums: A Cross-sectional Comparison Between 3D Serious Games and 2D Drawings as Tools for Participatory Design (paper, video)
Wookhee Min, Bradford Mott, Kyungjin Park, Sandra Taylor, Bita Akram, Eric Wiebe, Kristy Elizabeth Boyer and James Lester Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered Gameplay (paper, video)
Carla Sousa and Filipe Luz Developing a participatory game creation e-course in the field of Intellectual Disability (paper, video)
GAME DESIGN
FULL PAPERS
Sebastian Wodarczyk and Sebastian von Mammen Emergent Multiplayer Games (paper, video)
Daniel Hernandez, Charles Takashi Toyin Gbadamosi, James Goodman and James Alfred Walker Metagame Autobalancing for Competitive Multiplayer Games (paper, video)
Wu Yicong, Mohd Nor Akmal Khalid and Hiroyuki Iida Informatical Analysis of Go, Part 1: Evolutionary Changes of Board Size (paper, video)
Rokas Volkovas, Michael Fairbank, John Woodward and Simon Lucas Practical Game Design Tool: State Explorer (paper, video)
Kiernan Compy, Alana Evey, Hunter McCullough, Lindsay Allen and Aaron Crandall An Upper Bound on the State-Space Complexity of Brandubh (paper, video)
VISION PAPERS
Christoph Salge, Emily Short, Mike Preuss, Spyridon Samothrakis and Pieter Spronck Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP) (paper, video)
SHORT PAPERS
Tobias Karlsson, Yukiko Sato and Shuichi Kurabayashi Investigating the Elusive Role of Level Design (paper, video)
DEMO PAPERS
Chen Ji Sakura: A VR musical exploration game with MIDI keyboard in Japanese Zen environment (paper, video)
Johannes Büttner, Christian Merz and Sebastian von Mammen Horde Battle III or How to Dismantle a Swarm (paper, video)
GAME INTERFACES AND USER INTERACTION
FULL PAPERS
Felix Born, Maic Masuch and Antonia Hahn Ghost Sweeper: Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR Exergame (paper, video)
Mads Alexander Midtlyng and Yuji Sato Lightweight Multi-objective Voice Adaptation for Real-time Speech Interaction Applied in Games (paper)
Alessandro Canossa, Ahmad Azadvar and Erik Kjaer Andersen Hold my Hand: Impact of Intimate Controllers on Player Experience (paper, video)
Sugiyanto, I Ketut Eddy Purnama, Eko Mulyanto Yuniarno, Hanny Haryanto, Nur Rokhman and Mauridhi Hery Purnomo Acquiface Interface as a Device for Acquisition of User's Facial Expressions in Game Expression Hunter (paper)
Tomoki Kajinami and Yousuke Miyauchi Observer Interface Focused on Trends of Character Movement and Stamina in Fighting Games (paper)
GAME THEORY AND MULTI-AGENT SYSTEMS
FULL PAPERS
Imene R. Goumiri, Benjamin W. Priest and Michael D. Schneider Reinforcement Learning via Gaussian Processes with Neural Network Dual Kernels (paper, video)
Thomas Bolander and Jacob Pjetursson Synthesizing human-friendly optimal strategies in board games (paper, video)
Alexander Von Moll, Pavlos Androulakakis, Zachariah Fuchs and Dieter Vanderelst Evolutionary Design of Cooperative Predation Strategies (paper, video)
Pavlos Androulakakis and Zachariah Fuchs Evolving Near Optimal Kiting Behavior with an Anchor Point Parameterization (paper, video)
MULTIMEDIA AND GAMES
FULL PAPERS
Jianrong Tao, Yu Xiong, Shiwei Zhao, Yuhong Xu, Jianshi Lin, Runze Wu and Changjie Fan XAI-Driven Explainable Multi-view Game Cheating Detection (paper, video)
SHORT PAPERS
Benedict Wilkins, Chris Watkins and Kostas Stathis A Metric Learning Approach to Anomaly Detection in Video Games (paper, video)
Shin Jin Kang, Yoonchan Ok, Hwanhee Kim and Teasung Hahn Image-to-Image Translation Method for Game Character Face Generation (paper)
NARRATIVE AND INTERACTIVE ENTERTAINMENT
FULL PAPERS
Youngrok Song, Hyunju Kim, Taewoo Yoo, Byung-Chull Bae and Yun-Gyung Cheong An Intelligent Storytelling System for Narrative Conflict Generation and Resolution (paper, video)
Jung Hoon Lee, You-Jin Kim and Yun Gyung Cheong Predicting Quality and Popularity of a Movie From Plot Summary and Character Description Using Contextualized Word Embeddings (paper, video)
Jonathan Moallem and William Raffe A Review of Agency Architectures in Interactive Drama Systems (paper, video)
PCG AND AI FOR GAME DESIGN
FULL PAPERS
Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Green, Niels Justesen, Sebastian Risi and Julian Togelius Bootstrapping Conditional GANs for Video Game Level Generation (paper, video)
Michael Green, Luvneesh Mugrai, Ahmed Khalifa and Julian Togelius Mario Level Generation From Mechanics Using Scene Stitching (paper, video)
James Wootton A quantum procedure for map generation (paper, video)
Michael Cook Procedural Generation and Information Games (paper, video)
Eduardo Hauck and Claus Aranha Automatic Generation of Super Mario Levels via Graph Grammars (paper)
Levi van Aanholt and Rafael Bidarra Declarative procedural generation of architecture with semantic architectural profiles (paper, video)
Vanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius and Sebastian Risi Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning (paper, video)
Michael Cook Software Engineering For Automated Game Design (paper, video)
Miguel González-Duque, Rasmus Berg Palm, David Ha and Sebastian Risi Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error (paper, video)
Megan Charity, Ahmed Khalifa and Julian Togelius Baba is Y’all: Collaborative Mixed-Initiative Level Design (paper, video)
VISION PAPERS
Anurag Sarkar and Seth Cooper Towards Game Design via Creative Machine Learning (GDCML) (paper, video)
SHORT PAPERS
Tong Wang and Shuichi Kurabayashi Sketch2Map: A Game Map Design Support System Allowing Quick Hand Sketch Prototyping (paper, video)
Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas and Fitra Bachtiar Generating Angry Birds-Like Levels With Domino Effects Using Constrained Novelty Search (paper, video)
Mattia Colombo, Alan Dolhasz and Carlo Harvey A Computer Vision Inspired Automatic Acoustic Material Tagging System for Virtual Environments (paper, video)
James Glenn and Rob Brunstad Automatic Playtesting for Yahtzee (paper, video)
SERIOUS GAMES TECHNOLOGY
FULL PAPERS
Pier Luca Lanzi, Fabrizia Corona, Alex De Vita, Giovanni Filocamo, Michaela Foa', Amalia Lopopolo and Antonella Petaccia Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games (paper, video)
Ngoc Cuong Nguyen, Pujana Paliyawan, Ruck Thawonmas and Hai V. Pham JUSTIN: An Audience Participation Game With A Purpose for Collecting Descriptions for Artwork Images (paper, video)
Eva Krebs, Laura Corinna Jaschek, Julia von Thienen, Kim-Pascal Borchart, Christoph Meinel and Oren Kolodny Designing a Video Game to Measure Creativity (paper, video)
SHORT PAPERS
Anne Vetter, Daniel Götz and Sebastian von Mammen The Art of Loci: Immerse to Memorize (paper, video)
Sunee Sae-Lao, Thanat Jumneanbun, Pujana Paliyawan and Ruck Thawonmas Encourage Players to Smile While Playing Games Bring More Enjoyment (paper, video)
Kostantinos Mitsis, Eleftherios Kalafatis, Konstantia Zarkogianni, George Mourkousis and Konstantina Nikita Procedural content generation based on a genetic algorithm in a serious game for obstructive sleep apnea (paper, video)
Jack Brett, Christos Gatzidis, Tom Davis, Panos Amelidis, Ning Xu and Toby Gladwell Developing Games For The Purposes of Rote Learning for Keyboard & Piano (paper, video)
Wenting Weng, Hadeel Ramadan and André Thomas Understanding Enjoyment in ARTé: Mecenas with EGameFlow (paper, video)
DEMO PAPERS
Nowshin Faiza Alam, Albertus Agung, Febri Abdullah, Pujana Paliyawan and Ruck Thawonmas Singing with an Angry-Birds-like Game (paper, video)
VIRTUAL AND AUGMENTED REALITY
FULL PAPERS
Lee Beever, Serban Pop and Nigel John LevelEd VR: A virtual reality level editor and workflow for virtual reality level design (paper, video)
Nana Tian, Romain Clément, Phil Lopes and Ronan Boulic On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Lying-Down Posture (paper, video)
SHORT PAPERS
Dietmar Pisalski, Mario Hierhager, Christoph Stein, Michael Zaudig and Christoph Bichlmeier Influencing the Affective State and Attention Restoration in VR-Supported Psychotherapy (paper, video)
Faisal Aqlan, Hui Yang, Bryant Niederriter and Alice Rong Sensor-Based Virtual Reality for Clinical Decision Support in the Assessment of Mental Disorders (paper, video)
SPECIAL SESSION: AI USES IN DESIGNING AND PLAYING RTS AND MOBA GAMES
FULL PAPERS
Pavan Kantharaju and Santiago Ontanon Discovering Meaningful Labelings for RTS Game Replays via Replay Embeddings (paper, video)
Niels Justesen, Miguel González-Duque, Daniel Cabarcas, Jean-Baptiste Mouret and Sebastian Risi Learning a Behavioral Repertoire from Demonstrations (paper, video)
IEEE COG 2020 COMPETITIONS
Please click this channel for the videos of the following 12 competitions being held at IEEE CoG 2020:
Remi Driancourt is the General Manager of the Advanced Technology Division in Square-Enix, Tokyo. He joined Square-Enix in 2009 after a decade of experience in Cognitive Science, Robotics and Natural Language Processing. There, he rapidly fell in love with Animation and Computer Graphics. After two years working as a R&D engineer, Remi became the Graphics Lead on the “Agni’s Philosophy” tech demo showcased at E3 2012. Beginning 2014, Remi handed back his programmer’s hat and took the head of the Advanced Technology Division, whose main mission is to perform applied R&D and provide technical support to Square Enix projects.
Challenges of a Research, Development & Support division in the game industry
In recent years, the virtual space of digital games has gradually become “bigger”, “more dynamic”, and “more realistic”. As a result of this steady evolution, there is also a steady increase in the complexity of the technology necessary to create AAA game titles, as well as the cost of development. In order to tackle these issues, and keep an edge in an ever more competitive environment, it has become a necessity for top video game companies such as Square Enix to invest in Research and Development.
The Advanced Technology Division is a central, international and expert division of Square Enix Japan, mandated with conducting such R&D across all disciplines necessary for game production, as well as providing technical support laterally to all Square Enix projects.
In this video, division General Manager Remi Driancourt will describe the ongoing transformation of the Advanced Technology Division and the human and technical challenges to be faced when conducting applied Research & Development & Support for games, with cross-disciplinary and cross-cultural teams in Japan.
Ross Finman
Niantic Inc
Biography
Ross Finman currently leads AR Strategy at Niantic. He was previously Co-founder and CEO of Escher Reality, acquired by Niantic in early 2018. He is a current Forbes 30 under 30 and previously spent a decade working in computer vision at MIT and CMU. He has worked at NASA and SpaceX, all after growing up on a llama farm.
The Intertwined Future of AR and Gaming
Augmented Reality is heralded to be the next computing medium, but is still in its infancy today. There are fundamental new problems from all sides, from optical physics to interactive UI which are of a different breed than PC or mobile before. In this video we will discuss the current state of AR and gaming within it. We will go into the deep tech problems and opportunities when building experiences that interact with the real world. We will finally conclude with how these problems make gaming not just a stepping stone for AR, but the foundation of this next computing medium.
Aya Matsuyama
Imacocollabo
Biography
Aya Matsuyama (PhD)is a Darwin-based coordinator and certified facilitator of Imacocollabo Global Team. The team is reaching out to the world with the 2030 SDGs Game to transform our world and ourselves. She is an advocate of meaningful learning through experience; therefore, believes in the potential of the game to bring transformation to ourselves and the world.
She has gained a great variety of work and cross-cultural experiences, starting with working as an engineer designing inspection devices for nuclear power plants in Japan and U.S, an environmental scientist working with Aboriginal communities in Australia to develop groundwater maps, a lecturer/teacher/facilitator at all levels of education. She also works as a consultant providing her experience to support a few philosophy-driven social enterprises.
2030 SDGs Game and Your Gut ("hara")
The 2030 SDGs Game is a simulation game that offers something more than a good time. Its aim is not only to introduce the SDGs and inspire action, but also has the deeper intention to bring transformation to our world and ourselves.
The game was conceived and developed in Japan, and has now been experienced by over 150,000 people in over 25 countries worldwide. In corporate, governmental, community, and educational settings, participants simulate what could happen in our world going up to the year 2030.
Why has there been so much enthusiasm for this game experience from people in all sectors of society?
I will share my analysis and discoveries regarding the game, and unveil its secrets — which I hope you will not just understand, but fully get in your "hara"—(that's your gut).
Ruth Aylett
Professor, Heriot-Watt University
Biography
Ruth Aylett is a Professor of Computer Science at Heriot-Watt University in Edinburgh, Scotland. She researches intelligent graphical characters, interactive narrative, social robots, and affective agent architectures, and has more the 250 refereed publications in these areas. She led a series of EU funded projects on intelligent graphical characters applied to social and persuasive education and was a CoI in projects looking at long-lived robot companions and an empathic robot tutor. She is currently researching how far a robot can assist high-functioning adults with autism in improving their ability to recognise social signals.
Games to change minds: empathy and social persuasion
Serious games are 'serious' because they typically have some educational or therapeutic purpose. They may use game-play as a way of motivating the acquisition of knowledge, but not all education is a matter of knowledge alone. In personal and social education, attitudes and behaviour are the central concerns, and we can think of serious games as essentially persuasive, changing people’s minds about how they should behave and influencing how they feel about important social topics. In this video I will look at work using empathic engagement - making users care about game characters and what happens to them - as a mechanism through which a serious game can undertake this sort of persuasion.
Tomoharu Nakashima
Professor, Osaka Prefecture University
Biography
Tomoharu Nakashima (M'95) received the B.S., M.S., and Ph.D. degrees in engineering from Osaka Prefecture University, Osaka, Japan, in 1995, 1997, and 2000, respectively. He joined the Department of Industrial Engineering, Osaka Prefecture University, as a research associate in 2000, became an assistant professor in 2001. He was promoted to associate professor in the Department of Computer Science and Intelligent Systems in April 2005, and he was appointed as a professor in College of Sustainabl System Sciences in April 2013. His current research interests include fuzzy-rule-based systems, RoboCup soccer simulation, machine learning application in industries, and healthcare information systems. For RoboCup soccer simulation, he has won three championships in the world RoboCup competitions. He is currently an executive committee member of Soccer Simulation League in RoboCup Federation. He also serves ad a trustee member of RoboCup Japanese National Committee.
Individual and Team Strategies in RoboCup Soccer Simulation
RoboCup soccer is an international project of robotics and artificial intelligence, which has an ultimate aim of beating a human world champion team by the year 2050. RoboCup soccer simulation is one of the categolies in RoboCup soccer where the aspect of artificial intelligence is the main focus. This videos presents both individual and team strategies that have been implemented in order to achieve a flexible and reasonable behavior. First, individual strategies are explained. The concept of chain-action is introduced in order to model the decision making process of an agent. The action selection is done based on a tree-based search which involves multiple soccer agents. The evaluation of nodes in the action tree is one of difficult problems. Some solutions are given in the video.
Then, several approaches are shown with regard to team strategies. Team strategy is defined in this video as the combination of player positioning and individual decision making. The situation evaluation is necessary for this chain-action. Deep neural networks are used to evaluate a situation both in the numerical and in the image representations. A method for analyzing the team behavior is also shown.
Mark Peterson
Associate Professor, Kyoto University
Biography
Mark Peterson (Ph.D The University of Edinburgh) is an associate professor at the graduate school of human and environmental studies Kyoto University Japan, where he established and now directs a research lab focusing on the use of digital games and virtual worlds in computer assisted language learning (https://petersonlab.weebly.com). Dr Peterson has published widely and is author of Computer Games and Language Learning (2013) and editor of The State of Play: Digital Games and Language Learning (forthcoming).
Digital games and computer assisted language learning: Past, present and future
Research on the use of digital games in computer assisted language learning (CALL) has a long history stretching back to the days of mainframe computers. In this video, I focus on examining the findings of significant research in this area. Pioneering early work is discussed as are contemporary CALL research studies involving use of both commercial off-the-shelf (COTS) and serious games. The strengths and weaknesses of the current research base are identified as are some recurrent issues that are impeding development in this area. Looking forward, I will highlight a number of areas that show promise for future research.
Selma Rizvic (joint with Sylvain Grain, Stereopsia)
Professor, University of Sarajevo
Biography
dr Selma Rizvić is a Professor of Computer Graphics at the Faculty of Electrical Engineering, University of Sarajevo. For 23 years she has been teaching there at Bachelor, Masters and PhD study programs. From 2005-2010 she has been engaged as well at the Sarajevo School of Science and Technology, where she established computer graphics courses and Digital Media Center laboratory.
At the University of Sarajevo she founded in 2004 the Laboratory for Computer Graphics - Sarajevo Graphics Group. It is a research group that specialises in the use of 3D technologies for the presentation of cultural heritage. The SGG research group is multidisciplinary, it includes computer graphics experts and works with archaeologists, historians, visual artists, writers, film professionals, in order to design and implement virtual cultural heritage applications which have both educational value and are engaging, entertaining and attractive at the same time.
The unique expertise of SGG in interactive digital storytelling embedded in a number of virtual archaeology projects brought them invitations in major EU consortiums. From 2011-2015 they have been a partner in the FP7 NoE Virtual Museum Transnational Network V-MusT.net and presently they are involved in H2020 iMARECULTURE and EACEA Creative Europe Real Heroes project.
She is included as expert in future digital based research and innovation activities on ICT and Cultural Heritage in the framework of the next work programme of the European commission.
The XR4ALL project is an initiative funded by the European Union's Horizon 2020 programme to strengthen the European XR technology industry and to accelerate its growth. One of the objectives is to create a pan-European (XR-tech) community and expand it world wide. Sylvain Grain will present the main goals and activities of the project.
Within XR4ALL there are 12 Special Interest Groups gathering experts around particular XR sub topics. Selma Rizvic is chairing the SIG9: XR for Digital Heritage Presentation. She is an expert in interactive digital storytelling and she will present the work of her research group and SIG 9 activities.