public marks

PUBLIC MARKS from bcpbcp with tags ai & evento

February 2006

Game/AI: AI Planning for games and characters CFP

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However though AI Planning has much to contribute to both these fields, particularly in producing more convincing Non-Player Characters and autonomous intelligent characters, few AI planning researchers have been involved in this work, and the technology, where applied at all, has often been used in a somewhat ad hoc way. In addition, games company use of AI planning has so far been limited - A*-based motion planning the main exception - with practitioners feeling that the technology is too computationally expensive or risky for integration into computer games.

January 2006

Grand Text Auto » Computational Aesthetics Workshop at AAAI

Our aesthetic agency for beauty and emotion is one of the most celebrated bastions of humanity. If machines could understand and affect our perceptions of beauty and happiness, they could touch people's lives in fantastic new ways. Drawing variously from work in diverse fields such as psychology, cognitive science, and philosophy, recent applications of artificial intelligence have begun their foray into the computation of, inter alia, art, music, poetry, and affect. Both the theory and praxis of aesthetics by computational means are seeing rapid advances, and the time is ripe for thematic integration. Hence, this workshop will bring together AI theorists and practitioners across various realms in study and celebration of its central thematic, COMPUTATIONAL AESTHETICS.

November 2005

Call for Papers: Narrative AI and Games

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There is an increasing interest in the computer games industry in the development of games with emotionally compelling interactive storylines. Games designers, screen writers and narrative theorists propose contrasting approaches to engineering satisfying stories in which players can participate. This symposium focuses on the application of artificial intelligence techniques, frameworks and theories to the creation of interactive narrative in game worlds. It will address questions such as: how can we engineer believable story characters which can interact with players in an emotionally convincing way; how can we design interactive stories in which the player’s experience is central; how can we scale up prototype interactive narrative architectures to meet the requirements of today’s game engines; and what are the applications of narrative games in other domains such as education or health? Themes running throughout the symposium will be: the extent to which games engines can be used as research tools and appropriate methods for disseminating and sharing prototype systems throughout the community.