3rd IEEE Conference on Games
17–20 AUG IT University of Copenhagen (virtual)
June 29th: The final decision for auxiliary papers have been finally communicated to all authors. To accommodate for the delayed notification, we have postponed the deadline for camera-ready submission and speaker registration to July the 5th at midnight anywhere on earth.
May 28th: Registrations are open! please check the registration section for all the details and the link to the registration page.
May 27th: As submissions to the auxiliary tracks keep on coming in, we are turning the 250 submissions milestone. One behalf of the whole organising committee, I would like to thank you all for the overwhelming interest and the great submissions.
To both facilitate the flow of submissions and ensure the quality of the review process, we decided to adjust the upcoming deadlines as follows:
- May 31st: Auxiliary tracks submission deadline
- June 21st: Auxiliary tracks notification of acceptance
- July 5th: Camera ready copy deadline and author/speaker registration deadline
April 26th: After the overwhelming success of the main call for papers (we had more then 200 submissions) it is time the next deadline. The deadline for short/demo/competiton/vision papers and for presentation proposals is on May 31st and the submission page is now open at https://easychair.org/conferences/?conf=ieeecog2021
April 7th: In light of the challenges that many researches face during this period and to accommodate the many requests received, the full paper submission deadline has been extended by one week. The new deadline is on the 16th of April at midnight anywhere on earth.
March 19th: Due to the current state of the pandemic around the world and the uncertainty about future travel safety and restrictions, this year's Conference on Games will be fully virtual.
Games offer a limitless domain for computational creativity, design, technology, education, social sciences, and artificial intelligence. The annual IEEE Conference on Games (CoG) is a unique forum for cutting-edge research related to game technologies and design, covering scientific, technical, social and human aspects of games.
CoG was expressly launched to reflect the changing nature of games as technology and media; where concerns merge, overlap, and cross-pollinate. Beginning as an evolution of the Conference on Computational Intelligence and Games (CIG) and later joined by the International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), CoG brings together leading researchers and practitioners from academia and industry, to share recent advances and co-create future directions.
This year’s edition of CoG continues forging the path of attracting an evermore competent and diverse audience. Alongside our traditional types of submission (articles for peer review intended to be included in the conference proceedings), we seek proposals for presentations from both academia and industry in the form of abstracts. Furthermore, it is also possible to apply to present work previously published in the IEEE Transactions on Games journal.
We welcome papers and presentations related to all aspects of Games, including, but not limited to, the following broad subject areas:
In particular, this year, we encourage submissions that span across -- or hybridise -- multiple of these subject areas.
For all details about the IEEE Student Activity Session, please visit the session webpage
- IEEE Student Activity Session: https://itucph.zoom.us/j/61701277283
- Pre-conference opening (orange): https://itucph.zoom.us/j/61701277283
- Plenary (red): https://itucph.zoom.us/j/67941091119
- Track 1 (blue): https://itucph.zoom.us/j/68685360273
- Track 2 (purple): https://itucph.zoom.us/j/63033082311
- Track 3 (green): https://itucph.zoom.us/j/62942205292
- Sebastian Cmentowski, Andrey Krekhov and Jens Krüger - "I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games
- Linus Gisslén, Andy Eakins, Camilo Gordillo, Joakim Bergdahl and Konrad Tollmar - Adversarial Reinforcement Learning for Procedural Content Generation
- Shikhar Juyal - An Exploration into “Perceived Sense of Challenge” in Level Design for fast paced Casual Mobile Games
- Yutong Shi - Designing and Comparing Time Rewind Mechanics in 2D Interactive Game
- Simão Reis, Luis Paulo Reis and Nuno Lau - VGC AI Competition - A New Model of Meta-Game Balance AI Competition
- Camilo Gordillo, Joakim Bergdahl, Konrad Tollmar and Linus Gisslen - Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents
- Thomas Beck and Sylvia Rothe - Applying diegetic cues to an interactive virtual reality experience
- Amani Maina-Kilaas, George Montañez, Cynthia Hom, Kevin Ginta and Cindy Lay - The Hero's Dilemma: Survival Advantages of Intention Perception in Virtual Agent Games
- Stefan Edelkamp - Knowledge-Based Paranoia Search in Skat
- Maren Awiszus, Frederik Schubert and Bodo Rosenhahn - World-GAN: a Generative Model for Minecraft Worlds
- Jason Bowey, Julian Frommel, Brandon Piller and Regan Mandryk - Predicting Beliefs from NPC Dialogues
- Henry Ward, Daniel Brooks, Dan Troha, Bobby Mills and Arseny Khakhalin - AI solutions for drafting in Magic: the Gathering
- Cem Tutum, Suhaib Abdulquddos and Risto Miikkulainen - Generalization of Agent Behavior through Explicit Representation of Context
- Átila Moreira, Francisco Ramos, Flávia Barros and Geber Ramalho - Economic Indicators for Decision-Making in Operating Massive Multiplayer Online Games
- Sofia Eleni Spatharioti, Sara Wylie and Seth Cooper - Exploring Q-Learning for Adaptive Difficulty in a Tile-based Image Labeling Game
- Chintan Trivedi, Antonios Liapis and Georgios Yannakakis - Contrastive Learning of Generalized Game Representations
- Lilian Buzer and Tristan Cazenave - Playout Optimization
- Tristan Cazenave, Swann Legras and Véronique Ventos - Optimizing αμ
- Matthias Müller-Brockhausen, Mike Preuss and Aske Plaat - A New Challenge: Approaching Tetris Link with AI
- Gabriel C. Natucci and Marcos A. F. Borges - The Experience, Dynamics and Artifacts Framework: Towards a Holistic Model for Designing Serious and Entertainment Games
- Christian Arzate Cruz and Takeo Igarashi - Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent Behaviors
- Gianfranco Siracusa, Dylan Seychell and Mark Bugeja - Blending Output from Generative Adversarial Networks to Texture High-Resolution 2D Town Maps for Roleplaying Games
- Tristan Cazenave - Improving Model and Search for Computer Go
- Connor Gregor - Measuring Difficulty of Novel Clockwork Puzzle Using Evolutionary Algorithms
- Jan Krejsa and Fotis Liarokapis - A Novel Lip Synchronization Approach for Games and Virtual Environments
- Felix Born, Linda Graf and Maic Masuch - Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player Experience
- Panayiotis Koutsabasis, Anna Gardeli, Konstantinos Partheniadis, Panagiotis Vogiatzidakis, Vasiliki Nikolakopoulou, Pavlos Chatzigrigoriou and Spyros Vosinakis - Field Playtesting with Experts’ Constructive Interaction: An Evaluation Method for Mobile Games for Cultural Heritage
- Marjorie Ann Cuerdo, Anika Mahajan and Edward Melcer - Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics
- Sebastian Cmentowski and Jens Krueger - Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments
- Luciana Lima, Camila Pinto, Patrícia Gouveia and Pedro Cardoso - ‘I Never Imagined That I Would Work In The Digital Game Industry’
- Timo Bertram, Johannes Fürnkranz and Martin Müller - Predicting Human Card Selection in Magic: The Gathering with Contextual Preference Ranking
- Daniel DeLaurentis, Jitesh Panchal, Ali Raz, Prajwal Balasubramani, Apoorv Maheshwari, Adam Dachowicz and Kshitij Mall - Toward Automated Game Balance: A Systematic Engineering Design Approach
- Jesse Roberts - Finding an Equilibrium in the Traveler’s Dilemma with Fuzzy Weak Domination
- Pablo Sauma-Chacón and Markus Eger - Evaluating a Plan Recognition Agent for the Game Pandemic with Human Players
- Suvi K. Holm and Johanna K. Kaakinen - Game Dynamics Preferences Are Connected with Experiences Derived from First-Person Shooters
- Enrica Loria, Alessia Antelmi and Johanna Pirker - Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case
- Wael Al Enezi and Clark Verbrugge - Skeleton-based multi-agent opponent search
- Katelyn Grasse, Marjorie Ann Cuerdo and Edward Melcer - Mad Mixologist: Exploring How Object Placement in Tangible Play Spaces Affects Collaborative Interaction Strategies
- Christopher Bamford and Alvaro Ovalle - Generalising Discrete Action Spaces with Conditional Action Trees
- Alexander Dockhorn, Sanaz Mostaghim, Martin Kirst and Martin Zettwitz - Multi-Objective Optimization and Decision-Making in Context Steering
- Filip Škola, Roman Gluszny and Fotis Liarokapis - Do 3D Visual Illusions Work for Immersive Virtual Environments?
- David Melhart, Antonios Liapis and Georgios N. Yannakakis - Towards General Models of Player Experience: A Study Within Genres
- Tyler Malloy, Tim Klinger, Miao Liu, Matthew Riemer, Gerald Tesauro and Chris R. Sims - Capacity-Limited Decentralized Actor-Critic for Multi-Agent Games
- Miguel González-Duque, Rasmus Berg Palm and Sebastian Risi - Fast Game Content Adaptation Through Bayesian-based Player Modelling
- Jérémie Humeau, Alexis Lebis, Mathieu Vermeulen and Guillaume Lozenguez - Planning in the midst of chaos: how a stochastic Blood Bowl model can help to identify key planning features
- Cristina Guerrero-Romero and Diego Perez Liebana - MAP-Elites to Generate a Team of Agents that Elicits Diverse Automated Gameplay
- Marko Tot, Michelangelo Conserva, Alan Pedrassoli Chitayat, Athanasios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseji Olarewaju, Marian Ursu, Ben Kirmann, Jonathan Hook, Florian Block, Anders Drachen and Diego Perez-Liebana - What Are You Looking At? Team Fight Prediction Through Player Camera
- Julia von Thienen, Kim-Pascal Borchart, Corinna Jaschek, Eva Krebs, Justus Hildebrand, Hendrik Rätz and Christoph Meinel - Leveraging Video Games to Improve IT-Solutions for Remote Work
- Alex Cloud and Eric Laber - Variance Decompositions for Extensive-Form Games
- Anthony Harris and Siming Liu - MAIDRL: Semi-centralized Multi-Agent Reinforcement Learning using Agent Influence
- Alessandro Sestini, Andrew David Bagdanov and Alexander Kuhnle - Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents
- Alessandro Sestini, Andrew David Bagdanov and Alexander Kuhnle - Demonstration-Efficient Inverse Reinforcement Learning in Procedurally Generated Environments
- Oladapo Oyebode, Anirudh Ganesh and Rita Orji - TreeCare: Development and Evaluation of a Persuasive Mobile Game for Promoting Physical Activity
- Tianye Shu, Jialin Liu and Georgios N. Yannakakis - Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
- Lucas Critch and David Churchill - Sneak-Attacks in StarCraft using Influence Maps with Heuristic Search
- Luana Fragoso and Kevin Stanley - StABLE: Analyzing Player Movement Similarity Using Text Mining
- Joshua Jung and Jesse Hoey - Distance-Based Mapping for General Game Playing
- Debosmita Bhaumik, Ahmed Khalifa and Julian Togelius - Lode Encoder: AI-constrained co-creativity
- Siddharth Mysore, Bassel El Mabsout, Renato Mancuso and Kate Saenko - Honey, I Shrunk The Actor: A Case Study on Preserving Performance with Smaller Actors in Actor-Critic RL
- Domonkos Czifra, Endre Csóka, Zsolt Zombori and Géza Makai - Towards solving the 7-in-a-row game
- Lucien Troillet and Kiminori Matsuzaki - Analyzing simplified Geister using DREAM
- Carolina Veloso and Rui Prada - Validating the plot of Interactive Narrative games
- Yue Hu, Meng Wang, Yingfeng Chen and Changjie Fan - A Future-Oriented Cache Management for Mobile Games
- Milan Jaćević - How the Players Get Their Spots: A Study of Playstyle Emergence in Digital Games
- Nathan John-McDougall and Jeremy Gow - Adversarial Behaviour Debugging in a Two Button Fighting Game
- Pierre Le Pelletier de Woillemont, Rémi Labory and Vincent Corruble - Configurable Agent With Reward As Input: A Play-Style Continuum Generation
- Michael Kolomenkin, Gil Shabat and Dvir Ben Or - DL-DDA - Deep Learning based Dynamic Difficulty Adjustment with UX and Gameplay constraints
- Dennis Böhm, Bob Dorland, Rico H. Herzog, Ryan B. Kap, Thijmen S. L. Langendam, Andra Popa, Mijael R. Bueno Perez and Rafael Bidarra - How can you save the world? Empowering sustainable diet change with a serious game
- Sam Earle, Julian Togelius and Lisa Soros - Video Games as a Testbed for Open-Ended Phenomena
- Diego Perez Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado and Jeurissen Dominik - Generating Diverse and Competitive Play-Styles for Strategy Games
- Michael Cook - Monte Carlo Tree Search With Reversibility Compression
- Ercument Ilhan, Jeremy Gow and Diego Perez Liebana - Learning on a Budget via Teacher Imitation
- Chathura Gamage, Matthew Stephenson, Vimukthini Pinto and Jochen Renz - Deceptive Level Generation for Angry Birds
- Chathura Gamage, Vimukthini Pinto, Cheng Xue, Matthew Stephenson, Peng Zhang and Jochen Renz - Novelty Generation Framework for AI Agents in Angry Birds Style Physics Games
- Arman Dehpanah, Muheeb Faizan Ghori, Jonathan Gemmell and Bamshad Mobasher - Evaluating Team Skill Aggregation in Online Competitive Games
- Daniel Ashlock and Andrew Dong - Representational Sensitivity for Divide the Dollar Playing Agents
- Pratheep Kumar Paranthaman, Nikesh Bajaj, Nicholas Solovey and David Jennings - Comparative Evaluation of the EEG Performance Metrics and Player Ratings on the Virtual Reality Games
- Sam Earle, Maria Edwards, Ahmed Khalifa, Philip Bontrager and Julian Togelius - Learning Controllable Content Generators
- Alesha Serada - Vintage CryptoKitties and the Quest for Authenticity
- Devi Acharya, Michael Mateas and Noah Wardrip-Fruin - Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters
- Diego Monteiro, Hao Chen, Hai-Ning Liang, Huawei Tu and Henry Duh - Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game
- Francesco Venco and Pier Luca Lanzi - An Agent-Based Approach for Procedural Puzzle Generation in Graph-Based Maps
- Leena Arhippainen and Paula Alavesa - Karelian Language and Culture: a Qualitative User Study of Mobile and Web Games
- Sami Pohjolainen, Juho Mattila, Jarkko Tuovinen, Mikko Rajanen, Paula Alavesa and Leena Arhippainen - Heuristic Evaluation of a Mobile Game Developed to Help Battle the Pandemic
- Shengyi Huang, Santiago Ontañón, Christopher Bamford and Lukasz Grela - Gym-μRTS: Toward Affordable Deep Reinforcement Learning Research in Real-time Strategy Games
- David Antognoli and Joshua Fisher - The Purposes and Meanings of Video Game Bathrooms
- James Rucks and Nikolaos Katzakis - CamerAI: Chase Camera in a Dense Environment using a Proximal Policy Optimization-trained Neural Network
- Robert Gray, Jichen Zhu and Santiago Ontañón - Multiplayer Modeling via Multi-Armed Bandits
- Jessica Fritz and Johannes Fürnkranz - Some Chess-Specific Improvements for Perturbation-Based Saliency Maps
- Yngvi Bjornsson, Sigurdur Helgason and Adalsteinn Palsson - Searching for Explainable Solutions in Sudoku
- Craig Ferguson, Robert Lewis, Chelsey Wilks and Rosalind Picard - The Guardians: Designing a Game for Long-term Engagement with Mental Health Therapy
- Tamara Duplantis, Isaac Karth, Max Kreminski, Adam M. Smith and Michael Mateas - A Genre-Specific Game Description Language for Game Boy RPGs
- Zuozhi Yang and Santiago Ontañón - Contextual Combinatorial Bandits in Real-Time Strategy Games
- Zachariah Fuchs, Pavan Saranguhewa and Michael Ikuru - Real-Time Model Predictive Control for Shot Aiming in a Physical Pinball Machine
- Dawson Crane, Zachary Holmes, Taylor Kosiara, Michael Nickels and Matthew Spradling - Team Counter-Selection Games
- Philip Bontrager and Julian Togelius - Learning to Generate Levels From Nothing
- Freddy Reiber - Major Developments in the Evolution of Tabletop Game Design
- Keisuke Izumiya and Edgar Simo-Serra - Inventory Management with Attention-Based Meta Actions
- Hedinn Steingrimsson - Chess fortresses, a causal test for state of the art Symbolic[Neuro] architectures
- Jeppe Theiss Kristensen, Arturo Valdivia and Paolo Burelli - Statistical Modelling of Level Difficulty in Puzzle Games
- Micael Sousa, Nelson Zagalo and Ana Patrícia Oliveira - Mechanics or Mechanisms: defining differences in analog games to support game design
- Anurag Sarkar and Seth Cooper - Dungeon and Platformer Level Blending and Generation using Conditional VAEs
- Zhejie Hu and Tomoyuki Kaneko - Hierarchical Advantage for Reinforcement Learning in Parameterized Action Space
- Marc Mußmann, Samuel Truman and Sebastian von Mammen - Game-Ready Inventory Systems for Virtual Reality
- Leon Mächler and David Naccache - Explaining the Entombed Algorithm
- Zahra Amiri, Yoones Sekhavat and Sakineh Goljaryan - KeepStep: Interactive Projection-mapping Based Exergames for People with Multiple Sclerosis
- Michael Cook - The Social Responsibility of Game AI
- Hanna Kondratiuk and Rafet Sifa - Swords, Data and Balls: Extracting Extreme Behavioural Prototypes with Kernel Minimum Enclosing Balls
- Steven Brams and Mehmet Ismail - Fairer Chess: A Reversal of Two Opening Moves in Chess Creates Balance Between White and Black
- Rafael Dulfer and Lorenzo Gatti - The Propaganda Machine: Generating Biased Reports about Risk Games
- James Goodman, Simon Lucas and Diego Perez-Liebana - Fingerprinting Tabletop Games
- Aline Hufschmitt, Adrien Dombrowsky and Adam Sporka - Soundoku: A sound puzzle game
- Shengyao Xiao, Xiaoyu Cui, Yuanqin Fan, Boyuan Lu, Haiyun Wu, Michael Christel, Shirley Saldamarco and Geoff Kaufman - Playing through Microaggressions on a College Campus with "Blindspot"
- Kenneth Chang and Adam M. Smith - Boosting Exploration of Low-Dimensional Game Spaces with Stale Human Demonstrations
- Kevin Frans - AI Charades: Language Models as Interactive Game Environments
- Matthew Stephenson, Dennis J. N. J. Soemers, Eric Piette and Cameron Browne - General Game Heuristic Prediction Based on Ludeme Descriptions
- Sorato Minami, Ken Watanabe, Naoki Saijo and Makio Kashino - Amplitude of neural oscillations in the parietal area is associated with the results of esports competitions
- Haris Zacharatos, Christos Gatzoulis, Panayiotis Charalambous and Yiorgos Chrysanthou - Emotion Recognition from 3D Motion Capture Data using Deep CNNs
- Harro Tuin and Martin Rooijackers - Automatically detecting player roles in Among Us
- Arturo Valdivia - Customer Lifetime Value in Mobile Games: a Note on Stylized Facts and Statistical Challenges
- Yeonghun Kim and Sunghee Choi - Vision-based beatmap extraction in rhythm game toward platform-aware note generation
- Tianyu Chen, Florian Richoux, Javier Torres and Katsumi Inoue - Interpretable Utility-based Models Applied to the FightingICE Platform
- René Gökmen, David Heidrich, Andreas Schreiber and Christoph Bichlmeier - Stereotypes as Design Patterns for Serious Games to Enhance Software Comprehension
- Yiwen Zhang, Diego Monteiro, Hai-Ning Liang, Jieming Ma and Nilufar Baghaei - Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games
- Maël Ahmad Addoum, Maxime Rouffet and Eric Jacopin - 3D Brawler Game Using a Hybrid Planning Approach
- Matthias Müller-Brockhausen, Mike Preuss and Aske Plaat - Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning
- Eric Piette, Matthew Stephenson, Dennis J. N. J. Soemers and Cameron Browne - General Board Game Concepts
- Timothee Mickus, Mathieu Constant and Denis Paperno - A Game Interface to Study Semantic Grounding in Text-Based Models
- Linda Graf, Leslie Scholemann and Maic Masuch - Designing VR Games with Gaze Control for Directing Attention of Children with ADHD
- Filip Škola and Fotis Liarokapis - BCIManager: A library for development of brain-computer interfacing applications in Unity
- Alexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen, Linjie Xu and Diego Perez Liebana - Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-Playing
- Lucy Wang - The Relationship between Personality, Game Motive, and Game Genre Preference: Gender as a Moderator
- Julian Tritscher, Anna Krause, Daniel Schlör, Fabian Gwinner, Sebastian von Mammen and Andreas Hotho - A financial game with opportunities for fraud
- Elizabeth Gilmour, Noah Plotkin and Leslie Smith - Learning to Both Act and Observe: An Approach to Partial Observability in Games
- Vadim Bulitko, Sergio Poo Hernandez and Levi Lelis - Fast Synthesis of Algebraic Heuristic Functions for Video-game Pathfinding
- Mattia Colombo, Alan Dolhasz, Jason Hockman and Carlo Harvey - Psychometric Mapping of Audio Features to Perceived Physical Characteristics of Virtual Objects
- Stela Makri and Panayiotis Charalambous - Towards a multi-agent non-player character road network: a Reinforcement Learning approach
- Dominik Jeurissen, Mark Winands, Chiara Sironi and Diego Perez Liebana - Automatic Goal Discovery in Subgoal Monte Carlo Tree Search
- Arushi Arushi, Roberto Dillon and Ai Ni Teoh - Real time Stress Detection Model and Voice Analysis: An Integrated VR based Game for Training Public Speaking Skills
- Yifan Gao, Lezhou Wu and Haoyue Li - GomokuNet: A Novel UNet-style Network for Gomoku Zero Learning via Exploiting Positional Information and Multiscale Features
- Daniel Cermak-Sassenrath - Physically Active Games for the Cognitive Activation of Students
- Shashank Hegde, Anssi Kanervisto and Aleksei Petrenko - Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems
- Helena Lennholm and Eike Falk Anderson - Playing with the Sun: A Virtual Physics Experience for Nuclear Fusion Experimentation and Learning
- Lincoln Costa, Rafael Mantovani, Francisco Souza and Geraldo Xexéo - Feature Analysis to League of Legends Victory Prediction on the Picks and Bans Phase
- Jerry Huang, Joshua Jung, Neil Budnarain, Benn McGregor and Jesse Hoey - Trust-ya: design of a multiplayer game for the study of small group processes
- Rongqin Liang, Yuanheng Zhu, Zhentao Tang, Mu Yang and Xiaolong Zhu - Proximal Policy Optimization with Elo-based Opponent Selection and Combination with Enhanced Rolling Horizon Evolution Algorithm
- Gabriel Henriksen Gaspar and Henrik Schoenau-Fog - An Exploration of Feedback Loops in Friendship Games
- Carl-Magnus Embring Klang, Victor Enhörning, Alberto Alvarez and Jose Font - Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!
- Dario Ostuni and Ettore Tancredi Galante - Towards an AI playing Touhou from pixels: a dataset for real-time semantic segmentation
- Cameron Browne and Fabio Barbero - Heuristic Sampling for Fast Plausible Playouts
- Salva Kirakosian, Grigoris Daskalogrigorakis, Emmanuel Maravelakis and Katerina Mania - Near-contact Person-to-3D Character Dance Training: Comparing AR and VR for Interactive Entertainment
- Chiara F. Sironi and Mark H. M. Winands - Adaptive General Search Framework for Games and Beyond
- Maël Ahmad Addoum, Jannah Mekhaemar, Maxime Rouffet and Eric Jacopin - Khaldun: GOAP for both Procedural Level generation and NPC Behaviors
- Rafet Sifa - Predicting Player Churn with Echo State Networks
- Johannes Büttner and Sebastian von Mammen - Training a Reinforcement Learning Agent based on XCS in a Competitive Snake Environment
- Dario Ostuni, Edoardo Morassutto and Romeo Rizzi - Make your programs compete and watch them play in the Code Colosseum
- Q. Tyrell Davis - Carle’s Game: An Open-Ended Challenge in Exploratory Machine Creativity
- Anurag Sarkar and Seth Cooper - An Online System for Player-vs-Level Matchmaking in Human Computation Games
- Anssi Kanervisto, Christian Scheller, Yanick Schraner and Ville Hautamaki - Distilling Reinforcement Learning Tricks for Video Games
- Vadim Bulitko and Adi Botea - Evolving Romanian Crossword Puzzles with Deep Learning and Heuristic Search
- Ying Zhu - A Theoretical Framework for Managing Suspense in Games
- Mark J. Nelson - Estimates for the Branching Factors of Atari Games
- Yu Iwasaki and Koji Hasebe - Identifying Playstyles in Games with NEAT and Clustering
- Ziqi Wang, Jialin Liu and Georgios N. Yannakakis - Keiki: Towards Realistic Danmaku Generation via Sequential GANs
- Keisuke Tomoda and Koji Hasebe - Playing Geister by Estimating Hidden Information with Deep Reinforcement Learning
Tutorial/special session/competition proposal deadline
Full paper submission deadline
Notification of acceptance
Abstracts and auxiliary tracks paper submission deadline
Auxiliary tracks notification of acceptance
Camera ready copy deadline
Author/Speaker registration deadline
Call for Tutorials [CLOSED]
We invite submissions for tutorials to be held at IEEE CoG 2021. This is an opportunity for you to share your expertise and influence future research directions in the CoG community. Tutorials can be on any topic in the scope of the conference; we especially encourage tutorials that reflect and respond to this broad scope.
Typically, tutorials are expected to run for 1.5 hours, but longer ones will also be considered. The format may be negotiated through the Tutorial Chairs.
Proposals should include the following information:
- Duration and logistical requirements;
- Outline of topic coverage and format of tutorial (less than 400 words in total);
- List of presenters with contact details and short biographical details (less than 150 words for each presenter);
- Links to the presenter/organizer web page or the tutorial page (optional).
Proposals should be sent by email to the Tutorial Chairs by January 14th 2021 or sooner. Notification of acceptance will take place by February 12th.
Call for Competitions [CLOSED] (Check the Competitions section for the list of competitions)
The CoG 2021 Organising Committee invites proposals for competitions to be held at the conference. These may be completely new ones or competitions held already in the last years, possibly at other venues. Proposals are due by January 14th 2021, and will be reviewed based on their relevance to the CoG community. Please see the topics covered by the CoG conference. Competitions can be based on well-known games as well, but competitions based on custom-made and lesser-known games are also welcome. The competition needs to define a set of rules and objectives for determining the score of each player.
To submit your proposal, send an email with the title "CoG 2021 Competition Proposal" to the competition chairs Ruck Thawonmas (firstname.lastname@example.org) and Antonios Liapis (email@example.com).
Please, include the following information with your proposal:
- Organisers’ names;
- Competition title;
- Web address;
- Description of the competition (about 200 words);
- Whether the competition will have several tracks or not, and if they should be considered different competitions or a single one.
Additionally, the following item can be submitted with the proposal or later:
- Video of the competition/tracks (see below).
Please, also note the following:
- The IEEE CIS Student Game-Based Competition Sub-Committee (SGBC) has determined, in agreement with the Games TC meeting held at CIG 2017, that all competitions (including all tracks) must provide a short video for entrants. Competitions that do not provide this video will not be accepted at CoG 2021. However, submission of the video is not necessary for the proposal but can be deferred to after provisional acceptance of the competition. This requirement applies to both new and old competitions. The objective of creating these videos is to raise the general quality of our competitions and attract as many participants as possible by providing an easier start with the respective frameworks. The duration of the video is to be decided by the organizers, but it should have (English) subtitles to aid non-native English speakers. The content should demo concepts like how to install the required software packages, write an entry for the competition and submission instructions. The rationale is that if the whole process can be shown in less than 5 minutes, participants will feel more encouraged to participate and prepare a submission for the contest;
- We will of course provide certificates for all competitions and we will try to make some price money available, but we also encourage the organizers to look for financial sponsorship to make their competition more attractive;
- Competition papers. These are regular papers (up to 8 pages) that describe one or more entries to the competitions that are running at this year’s CIG. Competition papers need to include evaluation of the contribution, including (if possible) results on the same benchmark as that used by the competition, and comparison to other competition entries. Because the problem domain is well-known, these papers can be reviewed faster than regular papers. The same quality standards will apply to competition papers as to regular papers. Competition papers should be submitted by 31st May 2021. The competitions do not need to be accompanied by competition papers; a competition can run even in the absence of any submitted papers.
The IEEE CIS Competitions Subcommittee is actively funding competition prizes of competitions accepted at IEEE CIS conferences. Information about the funding application process is available here
Call for Special Session Proposals [CLOSED]
A special session addresses one or more topic areas within games research and is intended to bring together researchers working on those topics to provide an excellent session at the IEEE Conference on Games. Please read the call for papers for CoG 2021 and its list of topics before submitting your special session proposal.
A special session proposal should not be more than two pages, not including the brief biographies of the proposers and the draft call for papers.
Please include the following information with your proposal:
- Title: the title of the proposal;
- Description: a description of the topic of the session and its place in games research;
- Example topics: a bullet list of topics that the session might cover;
- Justification: a brief explanation making the case that the special session belongs in the conference. An estimate of the number of submissions should be included;
- Sponsors: a list of researchers proposing the session. At least one must be an IEEE member and all sponsors are expected to serve as reviewers for the papers in the special session. If your session is accepted, you must also provide a list of reviewers sufficient to your expected submissions;
- Sponsor Biographies: each sponsor should include a brief biography that demonstrates professional excellence and qualification to review for the special session. The bio should include a current e-mail address;
- Draft Call for Papers: on its own page, a draft call for papers to be used in advertising the special session. The draft call for papers should not fill more than one page.
Call for Papers and Presentations [CLOSED]
We welcome papers and presentations related to all aspects of Games and, in particular, this year, we encourage submissions that span across -- or hybridise -- multiple subject areas.
Articles and presentation proposals can be submitted for review through Easychair at https://easychair.org/conferences/?conf=ieeecog2021
The deadlines and the details for the different types of submission are as follows:
Full papers. Deadline on April
9th 16th 2021 (extended)
Full papers have an 8 page limit (including references and appendices), and should constitute a technical or empirical contribution to scientific, technical, and human aspects of games.
Accepted full papers will be included in the conference proceedings and the conference proceedings will be submitted to the IEEE Xplore® digital library.
Short, competition, vision and demo papers. Deadline on May 31st 2021
Short papers (2-4 pages) describe work in progress, smaller projects that are not yet ready to be published as a full paper, or new progress on projects that have been reported elsewhere.
Competition papers (8 pages) describe research related to one of the competitions in the Games community, including the design of new competitions and in particular submissions to existing competitions.
Vision papers (8 pages) describe a vision for the future of the Games field or some part of it, are based on extensive research and include a comprehensive bibliography. Standards for competition papers are as high as for other CoG papers, and standards for vision papers are higher.
Demo papers (2 pages) describe work in progress and will be presented during a demo session.
Short, competition, vision and demo papers, similarly to full papers, will be will be included in the conference proceedings.
Presentation Proposals. Deadline on May 31st 2021
This edition of IEEE CoG welcomes extended abstract submissions by researchers and practitioners to present their research findings. The extended abstract submission is intended to accommodate researchers who want to participate and share their findings at CoG but come from disciplines that traditionally do not publish their work in conference proceedings.
Extended abstracts should be between 750 and 1500 words including references. Works submitted in this format will not be included in the conference proceedings.
Industry talks. Deadline on May 31st 2021
We welcome talk proposals from game industry members related to their work and achievements in areas including, but not limited to, game design, technology, education, artificial and computational intelligence. The proposals can include presentations about research prototypes, commercial products, indie/mobile/AAA games, AR/VR applications, etc., as well as participation in poster sessions and discussion panels. These talk proposals do not require the submission of a written manuscript to be accepted at the conference.
Journal Paper Presentations. Deadline on May 31st 2021
From this year, the IEEE CoG conference will welcome proposals for presentation of articles previously published in the IEEE Transactions on Games journal. For anyone interested in presenting their published work, you will need to submit a copy of the published paper in the appropriate track.
(full, short, competition, vision and demo papers)
All paper submissions should follow the recommended IEEE conference author guidelines. MS Word and LaTeX templates can be found at: https://www.ieee.org/conferences_events/conferences/publishing/templates.html
All submitted papers will be fully peer-reviewed, and accepted papers will be published in the conference proceedings and on IEEE Xplore. Peer-review is single-blind.
Short papers will be allocated poster presentations and short oral presentations if time and space permits; vision papers will be allocated regular oral presentation slots; competition papers will be allocated short or regular oral presentations. Reviewing standards for competition papers are as high as for regular CoG papers, and standards for vision papers are higher. For the paper submission, authors need to follow this EasyChair link: https://easychair.org/conferences/?conf=ieeecog2021
All page/word limits for all submission types include references and appendices. We plan to invite the principal authors to submit an extended version of their papers to the IEEE Transactions on Games (ToG). More details on this matter will be given later. All deadline times are anywhere on earth.
This competition focuses on a variation of the classic Snakes game to provide an entertaining environment of studying and teaching artificial intelligence (AI) and machine learning (ML) techniques. Snakes is an arcade game in which two players control their respective snakes, attempting to collect the most number of apples while manoeuvring its way to avoid collisions with each other or leaving the board. Participants are requested to submit the implementation of the bot that operates its respective snake, using the API provided and simple specifications. The tournament will happen in a round-robin format, in which two participants play against each other ten times. At each match, snakes capture apples to increase their sizes. After 2 minutes, the longest snake wins; unless your opponent dies before. ;) The champion is the participant whose bot achieves the highest winning ratio among the participants. Snakes game has been designed to facilitate and encourage the use of AI, ML and other advanced computational techniques by first and second-year students in university-level courses of Computer Science.
- Single track
Luiz Jonata Pires de Araujo, Innopolis University Russia
Joseph Alexander Brown, Innopolis University Russia
Alexandr Grichshenko, Innopolis University Russia
Space Invaders is a classic arcade game in which the player protects Earth against invading ships by shooting at them and avoiding enemy attacks. In this competition, participants must develop an AI bot that must defeat invaders in the shortest time with fewer shots. Available resources will include JSON files with data that can enable training Machine Learning models. There will be two tracks: (1) the moves of the invaders are cyclical and predictable; (2) movements of invaders are irregular.The source code has been developed and will be made publicly available on GitHub.
- Predictable Track
- Irregular Track
Luiz Jonata Pires de Araujo, Innopolis University Russia
Joseph Alexander Brown, Innopolis University Russia
Alexandr Grichshenko, Innopolis University Russia
Bot Bowl III is the third AI competition in the board game Blood Bowl. The competition uses the Fantasy Football AI (FFAI) framework  that simulates the game with an API for scripted bots and machine learning algorithms in Python. Blood Bowl is a major challenge due to the complexity introduced by having multiple actions each turn. For more details on why we think Blood Bowl should be the next board game challenge for AI, check our CoG paper . Watch state-of-the-art in this video showing the Bot Bowl II final series https://www.youtube.com/watch?v=qajXQhrBuV0.
 Blood Bowl: A new board game challenge and competition for AI. Niels Justesen, Lasse Møller Uth, Christopher Jakobsen, Peter David Moore, Julian Togelius, and Sebastian Risi. Conference on Games (CoG). IEEE, 2019.
- Single track
Niels Justesen, Researcher at modl.ai
Sebastian Risi, Professor, IT University of Copenhagen, modl.ai
Julian Togelius, Associate Professor, New York University, modl.ai
CARLE is the name of the environment for Carle's Game, and stands for Cellular Automata Reinforcement Learning Environment. This environment is a cellular automata (CA) simulator with support for arbitrary "Game of Life"-like CA based on born/survive rules applied to cells' Moore neighborhoods. It's implemented in PyTorch and runs relatively fast, nearly 10,000 CA updates with vectorization on a run-of-the-mill laptop with just 4 threads.
Agents have the ability to toggle any and all cells in a 32x32 grid in the center of the default 64x64 universe. Although formulated as a reinforcement learning environment, the environment returns no nonzero reward or done signal; participants will be challenged to exploit the environments open-endedness and add constraints and exploratory reward functions to teach agents to be curious and creative.
Judging can consist of quantitative metrics such as duration of aperiodic dynamism after last toggling cells, and qualitative judging (people's choice/judging panel), and agents will be trained and tested on 4 to 8 CA rule sets with interesting characteristics. The final test round will incorporate rule sets not disclosed during training, making for a particularly strong challenge to participants.
- Single track
ColorShapeLinks is an AI competition for the Simplexity board game with arbitrary game dimensions. The first player to place n pieces of the same type in a row wins. In this regard, the base game, with a 6 x 7 board and n = 4, is similar to Connect Four. However, the type of piece is defined not only by color, but also by shape. Shape can be round or square. Round or white pieces offer the win to player 1, while square or red pieces do the same for player 2. Contrary to color, players start the game with pieces of both shapes. This means that a less observant player can lose in its turn, especially since shape has priority over color as a winning condition. Given this fact, as well as the arbitrary game dimensions, the challenges for the AI, namely at the level of the heuristic evaluation function, are multifold.
- The Base Track will be played using standard Simplexity rules (6x7 board, 4 pieces in a row for victory) and with a time limit of 0.2 seconds.
- The Unknown Track will be played under conditions that will only be revealed after the competition deadline. These conditions will be derived from the first EuroMillions draw that takes place after the deadline.
Nuno Fachada, HEI-Lab—Digital Human-Environment and Interactions Lab, Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal
The Dota 2 5v5 AI Competition challenges participants to code a bot that beats the Dire (destroys the Dire’s Ancient) in the shortest time possible! The competition runs on the original Dota 2 game, thanks to the Dota 2 5v5 Framework, that let’s you develop, deploy, and run your own python program that controls the 5 heroes in the Radiant team, against the built-in AI.
Your bot will play as the Radiant. You can freely choose 5 among all the available 115 heroes for your team.
Your bot will face the built-in Dire AI in a standard Dota 2 5v5 match. The heroes in the Dire team will be randomly chosen among the remaining heroes.
The winner will be the fastest bot at destroying the Dire’s Ancient. The framework saves the time elapsed from the match start to the Ancient’s destruction event, which will determine the competition winner.
- Single track
José Font, Department of Computer Science and Media Technology, Malmö University (MAU), Sweden
Alberto Álvarez, Department of Computer Science and Media Technology, Malmö University (MAU), Sweden
What are promising techniques to develop general fighting-game AIs whose performances are robust against a variety of settings and opponents? As the platform, Java-based FightingICE is used which also supports Python programming and development of visual-based deep learning AIs. Two leagues (Standard and Speedrunning) are associated to each of the three character types: Zen, Garnet, and Lud where the character data of the last two characters are not revealed. Standard League considers the winner of a round as the one with the hit point (HP) above zero at the time its opponent's HP has reached zero. In Speedrunning League, the league winner of a given character type is the AI with the shortest average time to beat our sample MCTS AI. The competition winner is decided considering both leagues' results based on the 2015 Formula-1 scoring system.
If the website link doesn't work change https to http for the URL address of this competition.
- Single track
Ruck Thawonmas, Ritsumeikan University
Following up on the idea of the General Video Game AI (GVGAI) competition, we propose the General Strategy Game AI competition as a new and interesting challenge. While the complexity of GVGAI games has been limited, strategy games feature search trees of exceptional breadth and depth. In comparison, to existing strategy game competitions, our competition will focus on the development of a single agent which is capable of playing multiple strategy games with varying characteristics. Those include but are not limited to, turn-based vs. real-time strategy games, completely observable vs. partial information games, and a varying set of units, levels, abilities and game-modes.
More information on the competition will be available at https://gaigresearch.github.io/afm/competition/
- Single track
Alexander Dockhorn, Queen Mary University of London, United Kingdom
Diego Perez Liebana, Queen Mary University of London, United Kingdom
The General Video Game AI (GVGAI) Learning Competition explores the problem of transferring and reusing the knowledge learnt on given levels of single-player games to play unseen levels without access to any forward model or explicit game rules. More about this competition can be found on the GVGAI website (https://www.gvgai.net/) and the competition webpage (https://www.aingames.cn). The participants are invited to submit their agent via the competition webpage. Detailed instructions for submission are given on the same webpage. The final rank and winners will be announced on the same webpage.
- Single track
Hao Tong, Southern University of Science and Technology (SUSTech), Shenzhen, China
Tianye Shu, Southern University of Science and Technology (SUSTech), Shenzhen, China
Jialin Liu, Southern University of Science and Technology (SUSTech), Shenzhen, China
The Tactile Games Playtest Agent competition is based on the mobile puzzle game Lily's Garden - a match-3 style puzzle game where player must complete the levels within a given number of moves. The objective of this competition is to accurately predict the player completion rate of these puzzle levels. The main research contribution of the competition is not how to optimally plan and play games but rather how to create playtesting methods that are conditioned by aggregated player behaviour data across millions of players.
We provide a modified version of the game that enables simulating the main gameplay as well as data (completion rate, move limit) on the given levels. The participants are expected to create a playtesting agent which can match the player completion rate of a level. By using the number of moves spent by the agent to complete a given level across several attempts, the completion rate is then determined by calculating the fraction of attempts that finish within a given move limit. They are allowed to make use of the simulator and player data in any way they can otherwise.
Their method will be evaluated on a number of held-out levels which include both previous and new mechanics. The winner will be the one that achieves the lowest mean relative error in completion rate on the evaluation levels.
- Single track
Jeppe Theiss Kristensen, IT University of Copenhagen / Tactile Games
Arturo Valdivia, Tactile Games
The Ludii AI Competition is a general game playing competition focussed on developing agents that can play a wide variety of board, dice and tile games. This competition will use Ludii, a recently developed general game system, to provide the necessary games and API. Games will be provided in the Ludii .lud game description format. The current version of Ludii includes over 500 games, with new games being added frequently. Submitted agents will play against all other competition entrants on a selected set of 20 games in a round-robin format. These games will not be named or provided to the agents beforehand. Agents will have a set amount of time, typically a few seconds, to make each move. Agents that fail to return a move, or return an illegal move, within this period will have a random move made for them. The agent that achieves the highest average win-rate across all games will win the competition.
- Single track
Matthew Stephenson, Maastricht University
Eric Piette, Maastricht University
Dennis Soemers, Maastricht University
Cameron Browne, Maastricht University
Several AI competitions organized around RTS games have been organized in the past (such as the ORTS competitions, and the StarCraft AI competitions), which has spurred a new wave of research in to RTS AI. However, as it has been reported numerous times, developing bots for RTS games such as StarCraft involves a very large amount of engineering, which often relegates the research aspects of the competition to a second plane. The microRTS competition has been created to motivate research in the basic research questions underlying the development of AI for RTS games, while minimizing the amount of engineering required to participate. Also, a key difference with respect to the StarCraft competition is that the AIs have access to a "forward model" (i.e., a simulator), with which they can simulate the effect of actions or plans, thus allowing for planning and game-tree search techniques to be developed easily. This will be the fifth edition of the competition.
- Classic Track
- Partial Observability Track
Santiago Ontañón, Google Research
IEEE CoG StarCraft competitions have seen quite some progress in the development and evolution of new StarCraft bots. For the evolution of the bots, participants used various approaches for making AI bots and it has fertilized game AI and methods such as HMM, Bayesian model, CBR, Potential fields, and reinforcement learning. However, it is still quite challenging to develop AI for the game because it should handle a number of units and buildings while considering resource management and high-level tactics. The purpose of this competition is developing RTS game AI and solving challenging issues on RTS game AI such as uncertainty, real-time process, managing units. Participants are submitting the bots using BWAPI to play 1v1 StarCraft matches.
- Single Track
Kyung-Joong Kim, GIST, Korea
Cheong-Mok Bae, GIST, Korea
Legends of Code and Magic (LOCM) is a small implementation of a Strategy Card Game, designed to perform AI research. Its advantage over the real cardgame AI engines is that it is much simpler to handle by the agents, and thus allows testing more sophisticated algorithms and quickly implement theoretical ideas.
All cards effects are deterministic, thus the nondeterminism is introduced only by the ordering of cards and unknown opponent's deck. The game board consists of two lines (similarly as in TES:Legends), so it favors deeper strategic thinking. Also, LOCM is based on the fair arena mode, i.e., before every game, both players create their decks secretly from the symmetrical yet limited choices. Because of that, the deckbuilding is dynamic and cannot be simply reduced to using human-created top-meta decks.
This competition aims to play the same role for Hearthstone AI Competition as microRTS plays for various StarCraft AI contests. Encourage advanced research, free of drawbacks of working with the full-fledged game. In this domain, it means i.a. embedding deckbuilding into the game itself (limiting the usage of premade decks), and allowing efficient search beyond the one turn depth.
The contest is based on the LOCM 1.2, the same as in CEC 2019 Competition. One-lane, 1.0 version of the game, has been used for CodinGame contest in August 2018.
- Single Track
Jakub Kowalski, Institute of Computer Science, University of Wrocław, Poland
Radosław Miernik, Institute of Computer Science, University of Wrocław, Poland
This year we will run our sixth Angry Birds Level Generation Competition. The goal of this competition is to build computer programs that can automatically create fun and challenging Angry Birds levels. The difficulty of this competition compared to similar competitions is that the generated levels must be stable under gravity, robust in the sense that a single action should not destroy large parts of the generated structure, and most importantly, the levels should be fun to play, visually interesting and challenging to solve. Participants will be able to ensure solvability and difficulty of their levels by using open source Angry Birds AI agents that were developed for the Angry Birds AI competition. This competition will evaluate each level generator based on the overall fun or enjoyment factor of the levels it creates. Aside from the main prize for “most enjoyable levels”, two additional prizes for “most aesthetic levels” and “most challenging levels” will also be awarded. This evaluation will be done by an impartial panel of judges. Restrictions will be placed on what objects can be used in the generated levels (in order to prevent pre-generation of levels). We will generate 100 levels for each submitted generator and randomly select a fraction of those for the competition. There will be a penalty if levels are too similar. Each entrant will be evaluated for all prizes. More details on the competition rules and can be found on the competition website aibirds.org. The competition will be based on the physics game implementation “Science Birds” by Lucas Ferreira using Unity3D.
If the website link doesn't work change https to http for the URL address of this competition.
- Single Track
Jochen Renz, Australian National University
Matthew Stephenson, Maastricht University
Chathura Nagoda Gamage, Australian National University
Lucas Ferreira, UC Santa Cruz
Julian Togelius, New York University
Paolo Burelli, IT University Of Copenhagen
Miguel Sicart, IT University Of Copenhagen
Rilla Khaled, Concordia University
Fotis Liarokapis, Cyprus University of Technology and CYENS
Julian Togelius, New York University
Djordje Grbic, IT University Of Copenhagen
Hanna Wirman, IT University Of Copenhagen
Jesper Juul, The Royal Danish Academy of Fine Arts
Sebastian Risi, IT University Of Copenhagen
Mike Cook, Queen Mary University Of London
Georgios Yannakakis, University of Malta
Ruck Thawonmas, Ritsumeikan University
Antonios Liapis, University Of Malta
Special session chairs
Simon Lucas, Queen Mary University Of London
Yun-Gyung Cheong, Sungkyunkwan University
Daniel Ashlock, University of Guelph
Mike Preuss, Leiden University
Martin Pichlmair, IT University Of Copenhagen
Na'Tosha Bard, KMD
Mads Johansen, IT University Of Copenhagen
Miruna Vozaru, IT University Of Copenhagen
Digital platform chairs
Jeppe Kristensen, IT University Of Copenhagen
AI for Playing Games
Jialin Liu, Southern University of Science and Technology
Ahmed Khalifa, New York University
Analytics, Player Modelling and Player Psychology
Rune Nielsen, IT University Of Copenhagen
Guenter Wallner, Johannes Kepler University Linz
Artificial Intelligence for Novel Game Interactions
Henrik Warpefelt, Södertörn University
Phil Lopes, Immersive Interaction Group, EPFL
Benchmarks and Competitions
Vanessa Volz, Modl.ai
Christoph Salge, University of Hertfordshire
Danny Godin, University of Quebec
Game Human Computer Interaction
Elisa Mekler, Aalto University
Game Theory and Multi-agent Systems
Joseph Brown, Innopolis University
Narrative and Interactive Entertainment
Hartmut Koenitz, HKU University of the Arts Utrecht
Rebecca Rouse, University of Skovde
Procedural Content Generation and AI for Game Design
Gabriella Barros, Modl.ai
Adam Smith, UC Santa Cruz
Virtual and Augmented Reality in Games
Carlo Harvey, Birmingham City University
Spyros Vosinakis, University of the Aegean
Game Studies and Game Culture
Teresa de la Hera, Erasmus University Rotterdam
Applications of Games and Game Technology
Eike Anderson, Bournemouth University
Beatriz Sousa Santos, Universidade de Aveiro
Become a Sponsor
We are looking for sponsors that help us build a strong conference and community for research in games. Most of the attendees and participants of game events benefit from tailored career opportunities presented at the conferences. We intend to support the young professionals to such career opportunities at IEEE CoG.
IEEE CoG provides a unique platform for industrial sponsors to present themselves to potential employees in the area of games with expertise in AI, Computational Intelligence, Design and Games Technology. Our participants’ expertise goes even beyond a developer‘s profession. We have the following statistics from previous IEEE CIS conferences:
- Professors and experts in AI and computer games: 20%
- Researchers and young professionals: 60%
- Graduate and undergraduate students: 20%
By sponsoring you will be helping us organize the best possible conference and experience for professionals, researchers, speakers, guests and delegates.
What’s in it for a sponsor? It will give you access and positive branding for:
- Leading game research groups
- Investment in R&D for game companies
- Students, researchers and professionals that attend the conference
- Recruitment opportunities among the top practitioners in the field of AI and beyond
|Silver (€500)||Mention in welcome talks and logo on website, badges and conference program.|
|Gold (€700)||Mention in welcome talks and logo on website, badges and conference program.
+ Half-page color advertisement in the conference program.
+ One fee waiver for the whole conference.
|Platinum (€1500)||Mention in welcome talks and logo on website, badges and conference program.
+ One full-page color advertisement in the conference program.
+ A sponsored presentation slot (20 minutes).
+ Three fee waiver for the whole conference.
Please write an e-mail at firstname.lastname@example.org for more info.
Due to the on-line nature of the conference, this year we will have the options for attendees that do not have a presentation of the conference to register for a reduced price.
The early registration and speaker registration deadline is on July 5th.
|IEEE Member Speaker||500 DKK|
|Non IEEE Member Speaker||1000 DKK|
|Student Speaker||100 DKK|
|Attendee (Early Registration)||100 DKK|
You can register for the conference at https://billetto.dk/en/e/2021-ieee-conference-on-games-tickets-537258.
Please, first observe the following points:
- Each paper needs to be covered by at least one speaker registration.
- Each speaker registration can cover at most 1 paper, if you are single author of multiple accepted papers, please email email@example.com.
- All speakers have to register by the early registration date on July 5th 2021
- If you require an invitation letter, please email firstname.lastname@example.org. We can only provide invitation letters to delegates who have paid a registration fee and have at least one paper accepted at the conference.
- Refunds will not be allowed after 15th July 2021.
- If you are a student, please send valid proof of your student status (letter from your University, student card, etc) to email@example.com and specify your student id in the registration form.
- As a participant to the conference, you agree to behave according to the IEEE Code of Ethics during the duration of the conference
- The meeting presentations will be audio and video recorded and/or live broadcasted through web streaming. If you are a speaker at the conference you agree on the collection and on the processing of your personal data and on the publication of the audio and video recordings and/or web streaming. As a speaker, if you do not agree with your image or voice being recorded and published, please use the possibility to opt out by contacting the organisers.