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.