· Presentation: Due to the COVID-19 pandemic, the event will be online. To provide more strongly interactive experience, the last day's event will be also virtually held on YAOTAI platform (https://yaotai.163.com/).

· Deadline: Jan. 15th  for Competition/Tutorial/Special Session, and March 1st  for Regular Papers are passed, May 14th for Auxiliary Papers is coming without extension. For regular papers, upload the camera-ready version and register the conference before May 31st.

· Sponsorship: Thanks to Inspir.AI, NetEase YAOTAI, SITONHOLY, welcome more.

· 8 Keynotes: Thanks to Oriol Vinyals, Georgios N Yannakakis, Yuandong Tian, Sarit Kraus, Lei Guo, Jessica Hammer, Xiaotie Deng, and Jichen Zhu.

· Competitions: 18 accepted with wide variety!

· 5 Tutorials: Thanks to Julian Togelius, Jialin Liu, Hamna Aslam, Joseph Alexander Brown, Yaodong Yang, Junliang Xing, Kai Li, Phil Lopes and David Melhart.

INTRODUCTION

IEEE Conference on Games (CoG) originates from IEEE Conference on Computational Intelligence and Games (CIG) and has been renamed to CoG since 2019. Games not only establish one of the most profitable industries worldwide, but also offer a general and challenging environment for the advance of Artificial Intelligence (AI) and Computational Intelligence (CI). The annual IEEE Conference on Games (IEEE CoG) brings together leading researchers and practitioners from academia and industry in the field of games to discuss recent advances and explore future directions. It covers all topics in the field of games, from game design to game intelligence and game theory, including scientific, technical, engineering and societal aspects.

In addition to existing topics, this year we would like to draw participants’ attention to the progress of AI and CI in games, and discuss the potential directions of applying newest AI/CI theories, algorithms, methods, and concepts to the field of games and beyond. IEEE CoG 2022 will include presentations of peer-reviewed papers, invited talks by high-profile industry and academic leaders, panels, posters and demos. We welcome papers related to all aspects of games, including, but not limited to, the following broad subject areas:

∇ Artificial/Computational Intelligence in Games

    ⋅ Deep learning in games
    ⋅ Reinforcement learning in games
    ⋅ Evolutionary computation in games
    ⋅ Fuzzy systems in games
    ⋅ Multi-agent systems in games
    ⋅ Tree and graph -search methods in games
    ⋅ Knowledge-based methods in games
    ⋅ Artificial general intelligence in games
    ⋅ Real-world problem solving and decision-making
    ⋅ Game theory

∇ Game Design

    ⋅ Procedural content generation
    ⋅ Game balance
    ⋅ Automatic game design and optimisation
    ⋅ Mixed-initiaive game design
    ⋅ Human-AI cooperative creativity

∇ Game Technologies

    ⋅ Multimedia technologies in games
    ⋅ Game interfaces and user interaction
    ⋅ Virtual and augmented reality
    ⋅ Game adaptation and content generation
    ⋅ Player modeling
    ⋅ Affective modeling and emotion recognition
    ⋅ Character development
    ⋅ Virtual cinematography

∇ Game Benchmarks and Competitions

    ⋅ Integrated game environment
    ⋅ State-of-the-art game AI
    ⋅ General game playing

∇ Game to Real World

    ⋅ Game education
    ⋅ Simulation training

ORGANIZATION

Committee

Advisory Chairs Bo Xu (Chinese Academy of Sciences, CAS) & Risto Miikkulainen (University of Texas at Austin)
General Chairs Dongbin Zhao (CAS) & Simon M. Lucas(Meta, Queen Mary University of London, QMUL)
Program Chairs Diego Pérez Liébana (QMUL) & Yuanheng Zhu (CAS) & Jialin Liu (SUSTech)
Local Chair Qichao Zhang (CAS)
Keynote Chairs Julian Togelius (New York Univ.) & Zongqing Lu (Peking Univ.)
Tutorial Chairs R. Thawonmas (Ritsumeikan Univ.) & Mark Winands (Maastricht Univ.)
Competition Chairs Xiaochuan Zhang(Chongqing Univ. Tech.) & Raluca D. Gaina (QMUL)
Industry Chairs Quan Yuan (Inspir.ai) & Hongliang Li (ByteDance.com)
Special Session Chairs Jianye Hao (Huawei Noah’s Ark) & Mike Preuss (Univ. Leiden)
Finance Chair Yaran Chen (CAS)
Proceedings Chair Ding Wang (Beijing University of Technology)
Demonstrations Chairs Xiali Li (Minzu University of China) & Haoran Li (CAS)
Publicity Chairs Sanaz Mostaghim (Otto von Guericke University Magdeburg) & Xiaohan Zhang (CAS) & Mark J. Nelson (American University)
Media Chairs Ning Lu (CAS) & Cristiana Pacheco (QMUL)
Diversity & Inclusion Chair Luntong Li (CAS)
Webmaster Shasha Liu(CAS)

TrackChairs

Track Name Affiliation Email Description & Scope
AI for Game-playing Amy K. Hoover New Jersey Institute of Technology ahoover@njit.edu This track invites submissions on all aspects of AI for playing games. Although the core focus of this track is single or multi agent performance on game playing, other related topics, such as forward model learning, are also invited.
All types of games are covered, including:
- Classic games (board games, card games etc)
- Real-time strategy (RTS) games
- Puzzles
- Single-player games, multi-player / multi-agent games
- Competitive or collaborative games
- Simulation games
- Text adventure games
- General Game Playing (including General Video Game Playing)
- Papers where the main contribution is a new game for testing AI agents should be submitted to the Benchmarking and Competitions track.
Jacob Schrum Southwestern University schrum2@southwestern.edu
Game Studies Haifeng Zhang University of Chinese Academy of Sciences haifeng.zhang@ia.ac.cn Theory, methods and practices of game analysis. This track includes papers on analysis in Game Research, criticism of games and methodologies for analysis of game data. We welcome submissions that explore issues related but not limited to:
- Game-based learning.
- Game preservation.
- Online games.
- Diversity, equity, inclusion and accessibility in Games.
- Social, psychological, and political uses and effects of Games.
- Users’ motivations and emotional, cognitive, and psychophysiological experiences
- Cultural affordances, uses, and meanings
- Contextual, critical, and socio-political analyses
Game HCI Fotis Liarokapis Masaryk University fliarokapis@gmail.com This track invites submissions related to the field of games user research and player-computer interaction.We welcome submissions that explore issues related to player experience and interaction, whether that is between the player and the game, multiple players, or streamers and their audiences. This includes (but is not limited to) the following:
- Methods for evaluating and studies of player interaction and experience
- Player interaction with and experience of new technologies such as AR or VR
- New control and input techniques for games and their effect on players
- Novel interface design and feedback techniques for players and spectators
- Analytics and visualization related to player behaviour
- Social factors and dynamics of player communities
- Evaluation for player-player communication and player-audience broadcasting techniques
Alena Denisova City, University of London alena.denisova@city.ac.uk
Game Analytics Anders Drachen University of York anders.drachen@york.ac.uk This track is dedicated to players and the use of computational means for modeling them. We take player modeling to mean the detection, prediction and expression of human player characteristics that are manifested through cognitive, affective and behavioral patterns while playing games. Player modeling studies primarily the use of various methods for the construction of theory-based or data-driven models of players.
Topics include but are not limited to the following:
- Affective computing for modeling the emotion of players
- Sensing (e.g. physiology, face tracking, etc) for player modeling
- Game and player analytics methods for modeling players
- Analytics and game data visualization
- Learning from demonstrations for player modeling
- Annotation approaches for player behavior and experience
- Datasets of gameplaying and player experience
- Models of experience (engagement, tension), behavior
- AI-based automatic testing of games
- Modeling users in games - players, students, teachers, practitioners
- Ethical issues of player modeling
- Generative player models
Rafet Sifa University of Bonn rafet.sifa@iais.fraunhofer.de
Benchmark and Competitions Alexander Dockhorn Otto-von-Guericke University alexander.dockhorn@ovgu.de This track invites submissions where the main topic is a game or game-related benchmark or competition. Submission can be proposals for new benchmarks or competitions or novel approaches to existing ones. We also invite survey-style papers that give an overview over the outcomes of existing benchmarks and competition. We further explicitly welcome critical commentary on the state-of-the-art of game-related benchmarks and competitions.
Topics include but are not limited to the following:
- Evaluation of AI agents
- Machine learning related to games (e.g. for predicting player or AI behaviour)
- Learning forward models
- Assessment of procedural content generators
- Analysis tools for existing competitions
- Game competitions for more general AI (AGI)
- Introduction to or concepts for new competitions or benchmarks
- Methodological contributions to benchmarks/competitions
Procedural Content Generation Antonios Liapis University of Malta an.liapis@gmail.com This track invites submissions related to the generation and evaluation of various kinds of game content, as well as AI systems which engage in game design. This includes procedural content generators and automated game designers, as well as assistive technology like mixed initiative game design tools.
Topics include but are not limited to the following:
- New algorithms for content generation, including PCG via Machine Learning
- New application areas for content generation, such as reinforcement learning generalization
- Tools for mixed-initiative or co-creative content generation
- Tools for mixed-initiative or co-creative game design
- Automated game design systems
- Automated game 'tweaking'
- Computational models of game design
- Integration of auto-playtesting and PCG systems
- AI-Based Game Design
Ahmed Khalifa New York University aak538@nyu.edu
Board Games Tristan Cazenave Université Paris-Dauphine cazenave@lamsade.dauphine.fr This track is dedicated to the implementation and research on and with board games. The topics of this track include, but are not limited to:
- The current state of game-playing programs for classic and modern board games, card games, puzzles, virtual/casual/video games, etc.
- General game playing
- Artificial intelligence and machine learning for games
- The history of computers in game-based research
- New theoretical developments in game-related research
- New and enhanced algorithms for search and knowledge acquisition
- Automated game design and evaluation
- Cognitive research of how (and why) humans play games and puzzles
- Capture and analysis of game data
James Goodman QMUL james.goodman@qmul.ac.uk
Serious Games Rafael Bidarra Delft University of Technology R.Bidarra@tudelft.nl This track is dedicated to the study, design, and development of serious games technologies, i.e. technological approaches that, for instance, support the realization, utilization, analysis or maintenance of games with a purpose beyond entertainment.
Topics include but are not limited to the following:
- AI for serious games (e.g. expressive agents, interactive storytelling)
- Game design approaches for serious games
- Multimodal interaction and user interfaces for serious games
- Serious game development and testing
Casper Harteveld Northeastern University c.harteveld@northeastern.edu
Game Design Cameron Browne Maastricht University cambolbro@googlemail.com This track invites submissions related to game design and development in all types of games and other playful experiences (including analog and tabletop games). Papers should aim for high scholarly quality, either via an empirical evaluation of design process or outcomes, or with a strong foundation in relevant literature.
Topics include but are not limited to the following:
- Design approaches, practices, and methodologies
- Design of games for entertainment, education, training, or other purposes
- Design patterns, mechanics, dynamics, or aesthetics
- Socio-cultural critique of game-making culture
- Empirical analysis of game design and development processes
- Post-mortems of game design or development processes and outcomes
- Design process and validation of a new game
- Best practices and critiques in game design and development
Real Time Strategy Games Yanghe Feng National University of Defense Technology China fengyanghe@yeah.net This track is dedicated to the implementation and research on and with turn-based or real-time strategy games. We invite papers related but not limited to:
- Reinforcement Learning in Strategy Games
- State and Action Abstractions
- Heuristic Search Applied to High-Branching Factor Domains
- Player Modelling, Co-operation and Exploitation
- Plan and Goal Recognition
- Game Balancing
- Level Generation
- Motion Planning
- High-Level Strategic Planning
- Dealing with Imperfect Information
Applications of Games Junge Zhang University of Chinese Academy of Sciences jgzhang@nlpr.ia.ac.cn Theory, methods and practices of gamification, games with a purpose or other uses of game beyond entertainment.
Topics include but are not limited to the following:
- Applications of games in the field of education;
- Games help to enhance social activity;
- Game as a tool for the study of brain activity;
- Other use and study of games for particular purposes;
- Gamification and games with a purpose.
Chris Madge Queen Mary, University of London c.j.madge@qmul.ac.uk
Virtual and Augmented Reality Yingfeng Chen Fuxi AI Lab in Netease yingfengchen2016@163.com This track is dedicated to the study, design and development of games featuring virtual and augmented reality modes of interaction. We are interested in all aspects of interaction that extend the traditional screen-based games.
Topics include but are not limited to the following:
- VR/AR within the game design process.
- Multimodality and VR/AR (e.g. eye tracking, physiology).
- AI for assisting and/or enriching VR/AR games.
- VR/AR as assistive technologies (e.g. intelligent tutoring systems).
Game Theory Chaoxu Mu Tianjin University cxmu@tju.edu.cn This track invites submissions related to any aspect of game theory and the more theoretical side of game-related multi-agent systems.
Topics include but are not limited to the following:
- Normal form games (i.e. games represented by a payoff matrix).
- Games and theories of mind.
- Modelling of human and animal decision-making.
- Game theory applied to economics, politics, business, social dynamics etc.
- Evolutionary game theory.
- Effects of representation on learned behaviours.
Xujin Chen University of Chinese Academy of Sciences xchen@amss.ac.cn
Evolutionary Games Yifen Mu University of Chinese Academy of Sciences mu@amss.ac.cn The track is dedicated to the study, design and research of evolutionary games, including but not limited to topics:
- Modeling of evolutionary games;
- Dynamics and stability of the evolutionary process;
- Cooperation and competition in population;
- Applications of evolutionary games;
Xiaojie Chen University of Electronic Science and Technology of China xiaojiechen@uestc.edu.cn
SS1-Research on Engineering Application in Robotic Games Jun Wang China University of Mining and Technology jrobot@126.com This topic focuses on problems of constructing simulation game environment, visual and image processing and design of task strategies based on reinforcement learning, deep learning and other methods.
Topics of interest include, but are not limited to the following:
- Design of integrated simulation environment for games of engineering application scenarios;
- Vision for autonomous robotics (including mobile robots);
- Visual reasoning and logical representation for scene analysis and understanding;
- Image and video manipulation detection and integrity methods;
- Cross modal content understanding and retrieval in engineering application scenarios;
- Motion and tracking with deep learning methods in unstructured environment of engineering scenarios;
- Application of reinforcement learning in transportation robot in engineering scenarios;
- Research on task strategies (grabbing goods, assembly task etc.) in engineering scenarios;
- Research on robot grasping strategy in engineering scenarios;
- Robot design research in engineering scenarios.
Minchi Kuang Tsinghua University kuangmc@mail.tsinghua.edu.cn
Guili Dong Zhejiang University of Science & Technology Dongguili@zust.edu.cn
SS2-Deep Reinforcement Learning in Games Luntong Li Institute of Automation, Chinese Academy of Sciences luntong.li@ia.ac.cn This special session aims to discuss state-of-the-art in game AI and existing problems for DRL in games.
The topics of the special session include, but are not limited to:
- Model-free and model-based deep reinforcement learning algorithms in games
- Multi-agent reinforcement learning algorithms in games
- Offline deep reinforcement learning algorithms in games
- Adaptive dynamic programming algorithms in games
- Evolutionary algorithms in games
- Game design and game analytics
Yuanheng Zhu Institute of Automation, Chinese Academy of Sciences yuanheng.zhu@ia.ac.cn
Yanghe Feng National University of Defense Technology fengyanghe@nudt.edu.cn
Conflict of Interest Zhen Zhang Qingdao University tbsunshine8@163.com This track receives submissions from authors who have interest of conflict with other tracks.

CALLS

(All times are anywhere on Earth, and are firm without extension.)

Tutorials. Deadline on 15th January 2022

We invite submissions for tutorials to be held at IEEE CoG 2022. 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:

    - Title;
    - 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 15th 2022 or sooner. Notification of acceptance will take place by February 12th.
Email proposals and enquiries to both Tutorial Chairs: R. Thawonmas (
ruck@is.ritsumei.ac.jp) and Mark Winands (m.winands@maastrichtuniversity.nl)

Competitions. Deadline on 15th January 2022

The CoG 2022 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 15th 2022, 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 2022 Competition Proposal" to the competition chairs Xiaochuan Zhang (zxc@cqut.edu.cn) and Raluca D. Gaina (r.d.gaina@qmul.ac.uk).

Please, include the following information with your proposal:

    - Organizers' 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:

1.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 2022. 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;

2.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;

3.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 CoG. 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 14st May 2022. 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.

Special Sessions. Deadline on 15th January 2022

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 2022 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.

Email proposals and enquiries to both Special Session Chairs: Jianye Hao (jianye.hao@tju.edu.cn) and Mike Preuss (m.preuss@liacs.leidenuniv.nl).

Papers And Presentations.

Full technical papers. Deadline on 1st March 2022

Full papers have an 8 page limit (including references and appendices), and should constitute a technical or empirical contribution to scientific, technical, and engineering aspects of games.

Short, competition, vision and demo papers. Deadline on 14th May 2022

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.

All page limits include references and appendices. As with CoG 2022, we plan to invite the principle authors to submit an extended version of their papers to the IEEE Transactions on Games (ToG).

Games Industry Talks. Deadline on 11th June 2022

We welcome talk proposals from the games industry that wish to present their work on the areas covered in this conference, such as games technology and applications of Computational/Artificial Intelligence to games. We are interested in presentations about research prototypes, commercial products, indie/mobile/AAA games, AR/VR applications, etc., as well as participation on poster sessions and discussion panels. These talk proposals do not require the submission of a written manuscript to be accepted at the conference.
To propose a talk, please submit the brief talk information at the following link:https://forms.gle/F281HLSN4QqD4Cgh8

Journal Paper Presentation. Deadline on 11th June 2022

Authors of recent relevant journal papers (for example, published in journals such as IEEE Transactions on Games) are invited to submit a statement of intent to present their work at the conference (specifying their preference for Oral or Poster presentation). Since the work will have already been peer reviewed to a high standard, these papers will be accepted for presentation at the conference subject to a light-touch check for recency and relevance. (Note that the paper itself will not be republished.)

Presentation Proposals. Deadline on 11th June 2022

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.

TIMELINE

Submission type Deadline Notification
Competitions, Tutorials, and Special Session Proposals 15th January 12th February
Regular Papers (Full Technical Papers) 1st March 30th April
Auxiliary Papers (Short, Competition, Vision, and Demo) 14th May 14th June
Games Industry Talks, Journal Paper Presentation, Presentation Proposals 11th June 25th June
Early bird (and author) registration 30th June
Conference 21st–24th August

SUBMISSION

Paper Submission

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. 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=cog2022

Peer-review is double-anonymous, i.e. reviewers will not know the authors' identity (and vice versa). Authors should ensure their anonymity in the submitted papers (this information is to be restored in the camera-ready version upon acceptance). In brief:
authors' information including names, affiliations, acknowledgements, etc. should not be included in the submitted papers;
please refer to your prior work in the third person wherever possible;
if there is an open-source link in the submitted papers, please ensure the link is anonymized.

Note that anonymizing your paper is mandatory, and papers that explicitly or implicitly reveal the authors' identities may be rejected.

Papers submitted to CoG2022 will be checked for plagiarism. The Program Committee reserves the right to desk-reject a paper if it contains elements that are suspected to be plagiarized.

Submissions should be original and not currently under review at another venue.

Post Your Paper

IEEE has provided definitions for each stage of your conference paper life cycle. Please see the following link for your reference: https://conferences.ieeeauthorcenter.ieee.org/get-published/post-your-paper/

Last but not least, more information can be accessed at the website https://ieee-cog.org/. Should you have more suggestions or questions, please get in touch with the general chairs: Dongbin Zhao (dongbin.zhao@ia.ac.cn) and Simon M. Lucas (simon.lucas@qmul.ac.uk).

PROGRAM

TUTORIALS

The tutorials that are being held at the IEEE CoG 2022 are the following:

COMPETITIONS

5th annual GDMC AI Settlement Generation Competition in Minecraft

The GDMC competition is about writing an algorithm that can produce an "interesting" settlement for a previously unseen Minecraft map.

· General Website:
https://gendesignmc.engineering.nyu.e-du/

· Wiki:
https://gendesignmc.wikidot.com/start

· Discord:
https://discord.gg/ueaxuXj

· Twitter:@gendesignMC

Contacts

Christoph Salge, University of Hertfordshire, UK
Michael Cerny Green, NYU, US
Rodrigo Canaan, Cal Poly State University, US
Christian Guckelsberger, Aalto University, Finland & QMUL, UK
Jean-Baptiste Hervé, University of Hertfordshire, UK
Julian Togelius, NYU, US

The 4th International AI Werewolf Contest

The goal of this competition is to develop AI agents that can play the Werewolf game (AKA Mafia) reliably well against other AI agents.

Werewolf is a traditional Social Deduction game. In this competition, the players are divided in two teams: A Werewolf team (minority, know each other’ s roles), and a Human team (majority, do not know the roles of other players). A few players in each team have special actions in the game.

The game progresses in days, where all players may discuss among themselves, then vote on one player to be eliminated. After the vote, the Werewolf team chooses another player to be eliminated. The goal of each team is to eliminate the opposing team.

Because of its social and communication component, Werewolf is a challenging game for which no AI that can play at a strong level has been found yet. An effective Werewolf agent must be capable of: communication, deception, knowledge modeling, and strategy.

The competition provides a Java game server, and sample client code in Java, C# and Python are provided.

Organisers names and affiliations

Claus Aranha (University of Tsukuba)

Hirotaka Osawa (University of Tsukuba)

Takashi Otsuki (Yamagata University)

Fujio Toriumi (University of Tokyo)

Yoshinobu Kano (Shizuoka University)

Website link:

https://aiwolf.org/en/4th-international-aiwolf-contest

(Tips:If you want to open the web link, you must turn https into http.)

Tracks

(1)Protocol Division: The agents communicate using a well-defined communication protocol.

(2)NLP Division: The agents communicate freely using English (or Japanese).

(3)Platform Division: Submit useful tools for the AIWolf community!

Contacts

E-mail:gm@aiwolf.org

Slack:https://join.slack.com/t/aiwolfen/share-d_invite/zt7fhm49w0nKBFpFDP4Kn5ak-71gSEpGw

Twitter:https://twitter.com/aiwolf_org/

Submission deadline

(1)Protocol Division:

- Entry deadline (Agent registration): July 8th (Fri)
- Finalist deadline (Agent Update, Code/Doc submission): August 5th (Fri)

(2)NLP Division:

- Registration (Submission of Self-Play logs): July 31 (Sun) AoE (Fri)
- Online Challenge: August 8-11 (Please see regulation)

(3)Platform Division:

- August 10th

Other information

Keywords: social deduction game, negotiation, knowledge models, role prediction, communication, coalition forming, natural language processing, chatbots

Programming languages: Python, Java, C# + Any

Complexity: Medium-High

Competitive: High (>50)

Barrier of entry: Low

The Dota 2 5v5 AI Competition

The Dota 2 5v5 framework lets you develop, deploy, and run your own python program that controls the 5 heroes in the Radiant or Dire team, or both!

The updated framework has baseline bots at your disposal for both, Radiant and Dire. Develop a bot for your preferred team, and use a built-in bot to test it! Or maybe you want to build bots for both teams and become your own worst enemy!

The Dota 2 5v5 AI Competition challenges participants to code a bot that beats the opponent team (destroys the opponent’s Ancient) in the shortest time possible!

- Your bot can play either as Radiant or Dire (your choice!).
- You can freely choose 5 among all the available heroes for your team.
- Your bot will face other bots in a standard Dota 2 5v5 match.
- The winner will be the fastest bot at destroying the opponent’s Ancient. The framework saves the time elapsed from the match start to the Ancient’s destruction event, which will determine the competition winner.

Organisers names and affiliations

José Font and Alberto Álvarez (Department of Computer Science and Media Technology, Malmö University)

Website link

https://games.mau.se/research/the-dota2-5v5-ai-competition/

Video

https://youtu.be/YkIw9v6-5u8

Contact

E-mail: jose.font@mau.se

E-mail:alberto.alvarez@mau.se

Submission deadline

July 10, 2022

Other information

Keywords: Multi-agent AI, Cooperative AI, Real-time decision making, MOBA

Programming languages: Python

Complexity: Medium

Competitive: Low (<10)

Barrier of entry: Low

Bot Bowl IV

Bot Bowl is an AI competition using the Bot Bowl framework (previously known as FFAI). The Bot Bowl framework simulates the board game Blood Bowl by Games Workshop and offers APIs for scripted bots, search-based, and ML algorithms in Python. It's also possible to use another programming language while there are no existing APIs for that. Blood Bowl is a major challenge for artificial agents due to its complexity and lack of rewards.

This also means that we don't have any basic baseline agents that are able to score points in this game! We do, however, provide tutorials on how to develop scripted, search-based, or ML bots. The competition will have one track using the traditional board size of 26x15 squares with 11 players on each side. We will like last year, restrict the game to only feature a prefixed Human roster (i.e. no Orcs, Elves, etc.). Last year, the winner of Bot Bowl III was surprisingly a machine learning bot showing great progress compared to previous years. We played the bot against a top-tier human player and had it streamed on Twitch. While the bot was competitive, it was clear that it was not yet on par with humans yet. We have arranged a new match next fall with the winner of Bot Bowl IV. This year we have improved the framework so the API now supports faster pathfinding and tree search. In the future, the competition can be extended to allow multiple races from the rulebook (orcs, elves, etc.), custom-made rosters, and board layouts (such as procedurally generated dungeons).

Organisers names and affiliations

Niels Justesen (Ph.D., Modl.ai)

Sebastian Risi (Professor, IT University of Copenhagen / Modl.ai)

Julian Togelius (Associate Professor, New York University / Modl.ai)

Website link

https://bot-bowl.com

(Tips:If you want to open the web link, you must turn https into http.)

Contact

Discord:https://discord.gg/MTXMuae

Submission deadline

July 15th

Other information

Keywords: Board games, Turn-based Strategy, Machine Learning, Planning, Search, Reinforcement Learning

Programming languages: Python + Any

Complexity: High

Competitive: Low (<10)

Barrier of entry: Medium

DareFightingICE Competition

Are there any sound designs in video games that consider visually impaired players when creating the said sound design? Our new FightingICE with enhanced sound called “DareFightingICE”is a platform for creating a sound design for them. There are two tracks. The first track is an AI competition, and the second track is a sound design competition. Submissions -- of an AI capable of operating with only sound input information or/and a sound design for visually impaired players -- are welcome. One of the three FightingICE characters, ZEN, will be used in 2022.

The AI track utilizes the current sound design of DareFightingICE. There are two leagues: Standard and Speedrunning. 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 is the AI with the shortest average time to beat our sample MCTS AI that has access to delayed game states and a sample deep-learning AI whose input is only audio data. This track's winner is decided considering both leagues' results based on the 2018 Formula-1 scoring system.

In the sound design track, the winning sound design is the one that has not only the highest sum of the scores from blindfolded human test players (scores here include both relative game scores compared when playing without being blindfolded and subjective scores assessing sound aesthetic) but also the highest learning curve plus other metrics when played by the aforementioned sample deep-learning AI.

The winning AI and the winning sound design this year will be used in evaluation of entries to the sound design track and the AI track, respectively, in the subsequent competition next year.

Organisers names and affiliations

Xincheng Dai, Ibrahim Khan, Van Thai Nguyen, Ruck Thawonmas (Ritsumeikan University)

Tracks

(1)AI Track: This track seeks submissions for the strongest blind fighting-game AI.

(2)Sound Design Track: This track seeks submissions for the best fighting-game sound design.

Website link

https://tinyurl.com/DareFightingICE

Video

https://youtu.be/IojUrlXibvk

Contact

Email: ftg.aic@gmail.com

Submission deadline

Midterm deadline: May 24, 2022 (23:59 JST)

Final deadline: July 29, 2022 (23:59 JST)(no extension!!)

Other information

Keywords: deep learning, recurrent networks, reinforcement learning, audio, sound; sound design, visually impaired, accessibility, sound aesthetic, fighting games

Programming languages: Python, Java + Any

Complexity: Medium-High

Competitive: New Competition

Barrier of entry: Medium

Pandemic: Tabletop Games Competition

The Tabletop Games framework (TAG) https://github.com/GAIGResearch/TabletopGames provides various modern tabletop games that are suitable for AI research. TAG is implemented in Java and it provides a fast forward model for all 15 games currently included, with a few AI agents such as MCTS and RHEA able to play all games as well.

One of the games in the framework is Pandemic: a collaborative 2-4 player game where players have to work together in order to eradicate 4 types of diseases. Pandemic features partial-observability, reactive turn orders, asymmetric roles and long term planning. It is one of the most challenging games in the TAG framework and none of the baseline agents can solve the full game without carefully crafted domain knowledge.

The competition proposed focuses on the game Pandemic in particular: the objective for participants will be to submit agents that perform well on various configurations of a 4-player Pandemic game. The configurations are going to feature easier versions of the game with less diseases, and less epidemic cards to lower the entry barrier. The best entry is going to be determined by the overall win rate on a hidden set of game configurations.

Organisers names and affiliations

Martin Balla, Raluca Gaina (Queen Mary University of London, UK)

Raul Montoliu (Jaume I University, Spain)

Website link

https://www.tabletopgames.ai/competition/cog20-22

Contact

Email: tagframework@gmail.com

Submission deadline

3rd June (trial)

29th July (final)

Other information

Keywords: collaboration, planning/search, board games, forward model, strategy games

Programming languages: Java, Kotlin

Complexity: Medium

Competitive: New Competition

Barrier of entry: Low

AI Snakes Game 2022

Our competition focuses on reestablishing Snakes, one of the most iconic cross-platform games, in a new light. The participants will once again delve into the familiar world of eating apples and avoiding their own tails, but this time they will also square off against each other in an intense battle of wits. Enrol and lead your slithering creation to glory in AI Snakes 2022!

Organisers names and affiliations

Luiz Jonatã Pires de Araújo, PhD (University of Lincoln)

Joseph Alexander Brown, PhD, Alexandr Grichshenko (Innopolis University)

Website link

https://sites.google.com/view/ai-snakes-game

Contact

Luiz Araujo:ljonata@gmail.com

Submission deadline

TBA

Other information

Keywords: artificial intelligence; arcade games; snakes

Programming languages: Java

Complexity: Low-Medium

Competitive: Medium (>20)

Barrier of entry: Medium

Keke AI Competition

The Keke AI competition is an AI competition where teams submit agents written in Javascript that can solve levels based on the puzzle game ‘Baba is You’.

Baba is You is an award winning puzzle game where players control a character and push sprite blocks around to complete the level. However, the properties of particular sprites on the level are changed by moving word tile blocks to form rules. These rules of the level can be created or broken at any time, and much of the game involves manipulating the rules in a certain order or orientation to allow the puzzle to be solved.

Because of the dynamically changing rules and sprite relationships, Baba is You is a multi-faceted challenge for AI solvers. The complexity of a level can vary because of these ever-changing rules; some rule combinations create drastic changes to the game states that would otherwise be unsolvable by even the best Sokoban solver agents. With the Baba is Y'all editor and database, the mechanic space and complexity of these levels can be explored in even more depth. The Keke AI competition invites entrants to submit their own solver agents for the Baba is You game that are capable of solving puzzles with a dynamically changing rule-base.

Organisers names and affiliations

M Charity (NYU)
Sarah Chen (Independent)
Mike Green (NYU)
Julian Togelius (NYU)

Website link

https://keke-ai-competition.com/

(Tips:If you want to open the web link, you must turn https into http.)

Video

https://youtu.be/0hBuKJapNf8

Contact

Email: kekeaicompetition@gmail.com

Twitter: @Keke_is_AI

Submission deadline

May 7th - warmup round

August 14th - final round

Other information

Keywords: Puzzle games, sokoban, baba is you, level solver

Programming languages: Javascript

Complexity: Medium

Competitive: New Competition

Barrier of entry: Medium

Video Game Championship AI Competition 2022

Work on strategic games that require team composition is currently unexplored in AI. The VGC AI Competition aims to emulate the competitive scenario of human video game championships with AI agents. Battle agents must master both Pokémon battling and Pokémon team building, with only information about past team choices aggregated and compiled in a meta-game information. The competition is organized in three competitive tracks, the Battle Track, the VGC Track and the Meta-Game Balance Track. In the Battle Track, battle agents must be able to pilot any given team. The winner is determined by the outcome of sequential battles organized as a tree championship. The Championship Track focuses on the team building aspect in the presence of an ever-evolving meta-game. Battle agents must be able to adapt as quickly as possible to the meta-game by choosing the best teams to compete against the teams they believe they will be facing. The winner is determined by its final ranking after many epochs of simulation. Finally, in the Meta-Game Balance Track a designer agent will have to do maintenance of a complete Pokémon roster. His performance will be evaluated by accumulated points over temporal checkpoints in function to the diversity of the meta-game.

Organisers names and affiliations

Simão Reis, Luís Paulo Reis (LIACC/Faculty of Engineering of University of Porto)

Nuno Lau (IEETA/University of Aveiro)

Website link

https://gitlab.com/DracoStriker/pokemon-vgc-engine/-/wikis/Edition/VGC-AI-Competition-2022-Edition

Video

https://youtu.be/OZlQF8B74HI

Tracks

(1)Battle Track: This track focused on Pokémon battling where agents must be able to pilot any team against any challenging team.

(2)Championship Track: This track focuses on Pokémon team building in the presence of a continuous battle ecosystem with public meta-data information.

Contact

Email: Simão Reissimao.reis@outlook.pt

Discord:https://discord.gg/GwKHqXpdjf

Submission deadline

30th June 2022

Other information

Keywords: Learning, Search, Strategy Adversarial Games, Team Building, Game Design

Programming languages: Python

Complexity: High

Competitive: New Competition

Barrier of entry: Low

Football AI Competition

Football (a.k.a. soccer) is one of the most popular sports in the world. Teaching AI to play football is quite challenging because agents need to learn complex concepts such as passing and defensing. Training football agents requires a balance of short-term control and high-level strategies, including how to overcome opponent's defense in order to score goals. The Football Environment, a reinforcement learning environment, provides challenging and interesting opportunities to train AI playing football in an advanced, physical-based 3D simulator. This environment implements a complete football game and includes the most common football concepts, for example goals, fouls, corners, penalty kicks, yellow cards, red cards and offsides.

The competition has open registration on Feb 23rd, 2022 and will close on Aug 9th, 2022.

Organisers names and affiliations

Haifeng Zhang (Institute of Automation, Chinese Academy of Science (CASIA))

Website link

https://www.jidiai.cn/cog_2022/

(Tips:If you want to open the web link, you must turn https into http.)

Video

https://video.cas.cn/masvod/public/2022/03/04/20-220304_17f53832ebd_r29_800k.mp4

Tracks

(1)5vs5 Track: both left and right team control 4 players in each team except the goal keeper of the corresponding team.

(2)11vs11 Track: both sides control the full set of players (11 players) in each team.

Contact

Haifeng Zhang: haifeng.zhang@ia.ac.cn

Yahui Cui: yahui.cui@ia.ac.cn

Submission deadline

Open Registration: 2022.2.23

Warm-up 1st Round (Submission Deadline 2022.6.28 10:30)

Warm-up 2st Round (Submission Deadline 2022.7.12 10:30)

Final 1st Round (Submission Deadline 2022.7.26 10:30)

Final 2st Round (Submission Deadline 2022.8.9 10:30)

Other information

Keywords: learning, 3D-simulation

Programming languages: Python

Complexity: High

Competitive: Very High (>100)

Barrier of entry: Medium

3D Open World FPS AI Competition

Focusing on open-world FPS game AI, this year we are hosting a new competition called 3D Open World FPS AI Challenge. Featuring a battle royale-style 3D open environment and random PCG-based world generation, this new game will challenge AI agents to some of the most important skills in FPS games, such as navigation, scouting, and skirmishing. To win the competition, agents need to have a strong perception of complex 3D environments, then learn to exploit various environmental structures (such as terrain, buildings, and plants) and develop highly flexible strategies to gain an advantage over competitors. Although the problem is difficult, we hope that this new competition will become a cornerstone of future AI research in open-world FPS games.

AI in open-world FPS games has attracted increasing attention as the next grand challenge, following the success of AI in StarCraft and Dota. However, the lack of satisfactory testbeds remains an obstacle to research in this area. Under this circumstance, the goal of this competition is to boost research on intelligent agent learning for multi-player 3D open-world FPS games. In 3D open-world environments, an agent perceives its surroundings in a human-like manner, taking visual scenes as input. Intelligent agents are expected to integrate 3D perceptual and contextual data, process incomplete information, handle the dynamic environment and multiplayer enemies, and then perform long term planning. Plus, to maximize scores on the given tasks, agents also need to generalize to unseen test environments. In the competition, we provide an FPS game environment similar to popular battle royale games (e.g. PUBG), where multiple players compete against each other for limited supply resources. To make the competition more tractable, we have simplified the game task to only focus on collecting as many supplies as possible and break down the competition into 3 tracks, including navigation, supply gathering and supply battle (see our competition website for details). An agent's performance is evaluated based on the amount of supply it collects throughout the game, the more the better. We will evaluate each submitted agent across a number of randomly generated battlefields and use the average score as the metric for ranking and the final winner selection. For more detailed information, please visit our official website.

Organisers names and affiliations

Inspir.AI

Website link:

https://sites.google.com/view/inspirai-wildscav-cog2022/home

Tracks

(1) Navigation (Singleplayer): the agent is challenged to navigate from a source location to a destination location (both randomly sampled) as fast as possible in a randomly generated world.

(2) Supply Gather (Singleplayer): the agent is challenged to collect as many supplies as possible within a given time in a randomly generated world with unknown distribution of supplies.

(3) Supply Battle (Multiplayer): based on the setting of Track 2, multiple agents are dropped in a randomly generated (terrain, buildings, plants, supplies) large world to compete for supplies. Agents are allowed to use weapons to fight and respawn after death with a short waiting time.

Contacts

E-mail:cog2022@inspirai.com

Submission deadline

August 14th

Other information

Keywords: Open World, FPS, Reinforcement Learning

Programming languages: Python

Complexity: High

Competitive: Medium (>30)

Barrier of entry: Medium

Geometry Friends Cooperative Game AI Competition

The goal of the competition is to build AI agents for a 2 player collaborative physics-based puzzle platformer game (Geometry Friends). The agents each control a different character (circle or rectangle) with distinct characteristics. Their goal is to collaborate in order to collect all diamonds in a set of levels as fast as possible. The competition challenges AI to cooperate at different levels including task planning and action coordination.

Organisers names and affiliations

Rui Prada, Francisco S. Melo, Inês Lobo, Inês Batina (INESC-ID and Instituto Superior Técnico, Universdade de Lisboa)

Website link

https://gaips.inesc-id.pt/geometryfriends/

Video

https://www.youtube.com/watch?v=ogcV8pZT5nw&t=6s

Tracks

(1)Cooperation Track: Develop two cooperative agents, addressing the full challenge.

(2)Circle Track: Develop one agent for the role of the Circle, addressing single-player levels more focused on movement control.

(3)Rectangle Track: Develop one agent for the role of the Rectangle, addressing single-player levels more focused on planning motion.

Contact

Email:gfcompetition@gaips.inesc-id.pt

Email:rui.prada@tecnico.ulisboa.pt

Submission deadline

19 August 2022

Other information

Keywords: 2-player, cooperation, 2D-platformer, puzzle, coordination, planning, physics-based

Programming languages: C#

Complexity: Medium (tracks #2 and #3), High (track #1)

Competitive: Low (<10)

Barrier of entry: Low

Strategy Card Game AI Competition

The game 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 implementing theoretical ideas. Its goal is to encourage advanced research, free of drawbacks of working with the full-fledged game. 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. All cards effects are deterministic, thus nondeterminism is introduced only by the ordering of cards and an unknown opponent's deck. The game board consists of two lines (similar to TES:Legends), favoring deeper strategic thinking.

Because of the domain's properties, Strategy Card Games are a very suitable subject for evolutionary-based approaches. First, as in other multi-action games, rolling horizon evolution is considered, alongside MCTS, one of the best-performing search algorithms. Second, as the game contains many parameters used in repeatable context (card statistics and keywords), there are multiple opportunities to treat parts of the game as an optimization problem (board evaluation, arena draft evaluation), which can be successfully tackled by evolution.

The current edition introduces "Constructed Mode," where an agent will be presented with a set of randomly generated cards before each game, and it has to create its deck using these cards. Thus, the deckbuilding is dynamic and cannot be simply reduced to using human-created top-meta decks, but is less random and gives more control for the agent than the Arena Mode. The new version of the game also introduces cards with Area of Effect, which was the most important feature standard in other card games but so far missing in our game.

Organisers names and affiliations

Jakub Kowalski, Radosław Miernik (University of Wrocław)

Website link

https://legendsofcodeandmagic.com/COG22/

Contact

Email: jakub.kowalski@cs.uni.wroc.pl

Email: radoslaw.miernik@cs.uni.wroc.pl

CodinGame Discord: https://discord.gg/qAKXEEv

Submission deadline

1st August 2022

Other information

Keywords: card games, imperfect information, randomness, zero-sum games, multiaction games, search, planning, opponent prediction

Programming languages: Any

Complexity: Medium

Competitive: Low (<10)

Barrier of entry: Low

StarCraft AI Competition

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 1 vs. 1 StarCraft match.

Organisers names and affiliations

Cheong-mok Bae, Jaeyoung Moon, Issac Han and KyungJoong Kim

Website link

https://cilab.gist.ac.kr/sc_competition

Video

https://www.youtube.com/watch?v=7CBfIVZG6os

Contact

Email: starcraft.aic@gmail.com

Submission deadline

10th July 2022

Other information

Keywords: StarCraft, Real-time Strategy games, RTS games, strategy games, planning, decision-making

Programming languages: C++, Java

Complexity: High

Competitive: Low (>10)

Barrier of entry: Low

RoboMaster Sim2Real Challenge

The competition includes the factors of adventure and confrontation contained in classic video games. The agent needs to complete a specific task and shoot against the built-in agent to complete the final task. The robot needs to find 5 targets whose positions are randomly generated in the maze, and complete the activation in a specified order. In 3 minutes, the agent which finds 5 targets and activates them at the fastest and safe speed wins. The competition will be divided into two stages: in the first stage, the agent only needs to complete the above tasks in the simulation environment. We will select the agents with higher scores to participate in the second stage. In the second stage, we deploy the participating agents to the physical robot and test them in a real environment. At this stage, the agent needs to deal with the difference between the simulated robot actuator and the physical actuator, and the state difference caused by a different environment. The agent can adjust the model according to the feedback data and results.

Organisers names and affiliations

Haoran Li, Yaran Chen, Boyu Li, Shasha Liu, Dongbinz Zhao (Institute of Automation, Chinese Academy of Sciences)

Bopei Zheng (College of Robotics, Beijing Union University)

Qianli Ma (SZ DJI Technology Co., Ltd)

Website link

1. https://sites.google.com/view/2022cogsim2real

2. https://eval.ai/web/challenges/challenge-page/1513/overview

Tracks

(1)Complete information-based track: The state of the robot includes its position in the map, speed, image at the current time, and the target position (but it does not know the corresponding order, which can be determined only after detecting the visual label). The algorithm is required to output the speed command to control the robot.

(2)Image-based track: The robot can obtain only the image and speed of the current time. The algorithm is required to output the speed command to control the robot.

Submission deadline

15th March: Registration

15th June: First stage deadline

15th August: Second stage deadline

Other information

Keywords: Robomaster EP ; Sim2Real; Adventure and confrontation ; navigation; path planning; Reinforcement learning.

Programming languages: Python

Complexity: High

Competitive: New Competition

Barrier of entry: High

No Go Competition

No Go is short for No Capture Go, it has also been called Anti Atari Go. While the rules are similar to that for the ancient Chinese game of Go, the strategy and tactics are completely different. No Go is a young game. The first mention that is on Anti-Atari Go by John Moore in April 2005. No Go is a variant of go that is basically the opposite of Atari Go. One advantage of No Go is that each valid No Go game is also a valid Go game. In January 2011, this game was selected as the featured game for the 2011 Combinatorial Game Workshop at Banff International Research Station (BIRS) , A series of computer games tournaments sponsored by the Taiwanese Association for Artificial Intelligence (TAAI) in 2011 included a No Go competition.In August 2012, the National Computer Games Championship held by the Chinese Association for Artificial Intelligence(CAAI) included a No Go competition, the No Go competition has been held for ten years.

No Go Competition with AI is interesting and challenging. Join us and submit your algorithms!

Organisers names and affiliations

Xuhui Zhao (BOHAI University, China)

Website link

https://computergames.caai.cn/download.html

(Tips:If you want to open the web link, you must turn https into http.)

Submission deadline

May 31st, 2022

Other information

Keywords: Machine learning, search, board games

Programming languages: Any

Complexity: Medium

Competitive: Medium (>20)

Barrier of entry: High

Mahjong AI Competition

Mahjong is a game for four players that originated in China. It is a popular Chinese game played with sets of tiles in China now. Mahjong belongs to card entertainment, made of bamboo, bone or plastic rectangular pieces, engraved with patterns or words. The rules of the game are slightly different in different regions in China.

The basic game has 108 tiles, including 36 characters, 36 bamboos, and 36 circles, which are the suits. These are, in turn, divided into four sets of numbers 1 to 9 in each suit. There are also 16 wind tiles and 12 dragon tiles. Many sets also include eight bonus tiles with four flowers and four seasons, but these are not necessary in the basic game.

Playing Mahjong involves skill, strategy, and calculation. It can be said that mahjong is actually a combination of cards and dominoes. Compared with other forms of dominoes, mahjong is the most complex and interesting game play, its basic playing method is simple, easy to get started, but there are many changes, collocation combination varies from person to person, so it has become one of the most attractive game in the history of China.

In April 2017, the International Mind Sports Association announced that Mahjong was officially a world mind sport.

Playing Mahjong with computer is interesting and challenging. Join us and submit your algorithms!

Organisers names and affiliations

Tongyuan Huang (Chongqing University of Technology

Hongjun Li (Chengdu University of Technology)

Website link

https://mj.jj.cn/3032/official/#/home

Contact

Tongyuan Huang: tyroneh@cqut.edu.cn

Hongjun Li:18572481@qq.com

Submission deadline

May 31st, 2022

Other information

Keywords: planning, puzzle games

Programming languages: Any

Complexity: Medium

Competitive: High (>75)

Barrier of entry: High

Fight the Landlord AI Competition

“Fight the landlord” is one of the most popular card games played in China, with rich cultural and historical background. 3 players attempt to remove their own cards as fast as possible, after a bid competition for the landlord title. The game features asymmetric player roles and poker-like hands. Can AI be the best landlord or fight them?

Playing Fight the landlord involves skill, strategy, and calculation. Playing Fight the landlord with computer is interesting and challenging. Join us and submit your algorithms!

Organisers names and affiliations

Yu Wu (Chongqing Three Gorges University)

Website link

https://computergames.caai.cn/

(Tips:If you want to open the web link, you must turn https into http.)

Contact

Email:458891735@qq.com

Submission deadline

May 31st, 2022

Other information

Keywords: planning, puzzle games

Programming languages: Any

Complexity: Medium

Competitive: Very High (>100)

Barrier of entry: Medium

KEYNOTES

Picture of Georgios N Yannakakis

Oriol Vinyals

Google DeepMind, Principal Scientist

Picture of Georgios N Yannakakis

Prof. Georgios N Yannakakis

University of Malta, EiC of IEEE ToG

Picture of Georgios N Yannakakis

Yuandong Tian

Meta AI, Research Scientist and Manager

Picture of Georgios N Yannakakis

Prof. Sarit Kraus

Bar-Ilan University, AAAI/ACM Fellow

Picture of Georgios N Yannakakis

Prof. Lei Guo

Chinese Academy of Sciences, Member

Picture of Georgios N Yannakakis

Prof. Jessica Hammer

Carnegie Mellon
University

Picture of Georgios N Yannakakis

Prof. Xiaotie Deng

Peking University, ACM/IEEE Fellow

Picture of Georgios N Yannakakis

Prof. Jichen Zhu

IT University of Copenhagen

SPONSORSHIPS

Call For Sponsors

As successfully done in CoG 2021, 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

The following are the updated sponsorship options we offer, although we are open to consider other suggestions:

Bronze(5,000CNY)

Mentioned in welcome talks and logo on website, conference program.

Silver (10,000CNY)

Mentioned in welcome talks and logo on website, conference program.
+ One 5-minute promotion video on CoG 2022 Microsoft Stream

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Mentioned in welcome talks and logo on website, conference program.
+ One 10-minute promotion video on CoG 2022 Microsoft Stream
+ One fee waiver for the whole conference. (one CoG 2022 Microsoft Stream account)

Platinum (25,000CNY)

Mentioned in welcome talks and logo on website, conference program.
+ Two 10-minute promotion videos or one 20-minute promotion video on CoG 2022 Microsoft Stream
+ Up to two fee waivers for the whole conference. (two CoG 2022 Microsoft Stream accounts)

If you are interested in sponsoring IEEE CoG 2022, please get in touch with the general chairs: Dongbin Zhao (dongbin.zhao@ia.ac.cn) and Simon M. Lucas (simon.lucas@qmul.ac.uk)

Sponsors

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150 USD

1000CNY

Each paper needs to be covered by at least one full registration ( 250 USD for Non-IEEE Member, or 150 USD for IEEE Member including Student Member).

Pay USD via PayPal

You can register for the conference by PayPal. Please click the link, select ‘Send’ for payment, enter the registration fee according the fee types, and add your name and Paper ID.

For any problems with respect to PayPal registration, please contact ieee-cog@ia.ac.cn.

中国的作者可以选择通过人民币付款注册费,更多信息可以点击:人民币付款

Please, first observe the following points:

• Each full registration can cover at most 1 paper.

• Paper Length: Up to 8 pages, including figures, tables & references.

If you are a student, please send valid proof of your student status (letter from your University, student card, etc) to ieee-cog@ia.ac.cn and specify your student id in the registration form.

After registration, please send an email with the subject 'CoG-Registration-Paper ID' to ieee-cog@ia.ac.cn including the registration information , student certificate and payment certificate (PayPal Transaction ID/Transaction record) for confirm the registration.

• All speakers have to register by June 30th 2022.

• 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 ieee-cog@ia.ac.cn.

• If you need a receipt please send an email with the subject 'CoG-receipt-paper id' to ieee-cog@ia.ac.cn.