The Experimental AI in Games (EXAG) workshop is an open, friendly, and laid-back workshop that aims to foster experimentation in AI research and all forms of game development. In addition to presenting traditional academic talks and live demos of AI technologies, EXAG hopes to foster a welcoming and diverse community of AI researchers and practitioners by including activities such as a show-and-tell demo and gameplay session.
Important Dates:
EXAG 4 will be held on October 5-6th, 2017, co-located with the Artificial Intelligence in Interactive Digital Entertainment (AIIDE) 2017 conference at the Snowbird Ski and Summer Resort in Snowbird, Utah, USA.
- Paper Submission deadline: June 30th
- Paper Acceptance notification: July 20th
- Paper Camera-ready deadline: July 30th
- Demo submissions (for proceedings): July 13th
- Demo acceptance (for proceedings) notification: July 20th
- EXAG 4: October 5-6
Topics:
- Echoing AIIDE-17’s special topic of “Beyond Games,” applications of experimental AI to expressive or creative areas of entertainment beyond games, such as music generation, poetry generation, bots, and many more.
- New games and other related projects powered by academic research—like Sure Footing or Bad News.
- New technology and tools made possible by AI, from roguelike Unexplored‘s procedurally-generated dungeons and puzzles to stealth game Third Eye Crime‘s visualization of AI logic.
- Cross-pollination from AI subfields not typically used in games, like computational linguistics, machine vision, and procedural music.
- Traditional AI techniques being applied in new ways, like Left 4 Dead’s drama management or Black And White‘s learning creatures.
- Better living through AI—improving game development and design through new and interesting applications of AI, from intelligent design tools to automated QA.
- Discussion of interesting but relatively unknown historical examples of experimental AI in games and related areas, such as Captain Blood‘s (1988) modular icon-based interface for procedural communication with NPCs, Intellivision World Series Baseball‘s (1983) telecast-influenced procedural camera system, or Skool Daze‘s (1984) real-time simulation of NPC agendas.
- Discussion of the provenance of now widely adopted game AI techniques that were at one time experimental. Here, an example case study could trace the introduction of behavior trees to the game industry by Damian Isla in Halo 2 (2004) and Michael Mateas and Andrew Stern in Façade (2005).
- Reports on failed experiments related to any topic in our purview, with insight into what went wrong and how others can learn from the failure.
- Not sure if your topic is a fit? Drop us a line!
Submission:
EXAG 4 will be accepting three types of submissions:
- Full papers: Regular papers submitted for oral presentation (4-6 pages in length, excluding references). These will be incorporated into the proceedings and presented as 20-minute talks during paper sessions.
- Short papers (new track): Short papers (up to four pages, excluding references) describing a position, project, or proposal related to any topic of interest to the workshop. These papers will be incorporated into the proceedings and will be presented as five-minute talks during a lightning session.
- Demonstration: Very short papers (up to two pages, excluding references) describing demonstrable systems that will be showcased in a show-and-tell session. These papers will be incorporated into the proceedings and will be presented during the demo session.
Submission Directions:
Please submit papers to our EasyChair site here. Papers must follow the AAAI format and must be anonymized for double-blind review.