Online Conference: Due to COVID-19, the organizing committee of AIIDE'20 will held AIIDE'20 and all the workshops online. The workshop date remain the same, as shown below. As usual, accepted papers must have at least one of the authors register to AIIDE'20 and prepare a presentation to present their work.
Due to COVID-19, EXAG will be held online via Zoom. Papers will be presented live or using a pre-recorded video. All times in the schedule are Eastern Times (GMT-4). Each talk is 15 minutes followed by 5 minutes questions and discussions.
All the workshop discussions, the townhall meeting, and the social event will be held in our Discord server.
Monday, October 19 (Zoom Link)
|10:45am||Introduction, Opening Remarks for EXAG|
Benchmarking Imitation and Reinforcement Learning for NPC players in casual video games
Gema Parreno Piqueras
Tokamak Elementary: Visual Novel Meets Natural Language Understanding
Daniel Darabos, Gyorgy Lajtai and Andras Nemeth
TAG: A Tabletop Games Framework
Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raul Montoliu, and Diego Perez-Liebana
Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints
Vivian Lee, Nathan Partlan and Seth Cooper
Conditional Level Generation and Game Blending
Anurag Sarkar, Zhihan Yang and Seth Cooper
Extracting Physics from Blended Platformer Game Levels
Adam Summerville, Anurag Sarkar, Sam Snodgrass and Joseph Osborn
SMES: Adapting Dexterity-based Games for Deliberative Play
Batu Aytemiz and Adam M. Smith
Explainability via Responsibility
Faraz Khadivpour and Matthew Guzdial
Animal Crossing AI Workshop
Tuesday, October 20 (Zoom Link)
Pathfinding Agents for Platformer Level Repair
Seth Cooper and Anurag Sarkar
Towards Automatically Abridging Game Levels
Varun Prakash Bhat and Gillian Smith
Grammar Based Modular Level Generator for a Programming Puzzle Game
Chaima Jemmali, Carter Ithier, Seth Cooper and Magy Seif El-Nasr
Entity Embedding as Game Representation
Nazanin Yousefzadeh Khameneh and Matthew Guzdial
Generating Gameplay-Relevant Art Assets with Transfer Learning
Adrian Gonzalez, Matthew Guzdial and Félix Ramos
Synthesizing Retro Game Screenshot Datasets for Sprite Detection
Chanha Kim, Jaden Kim and Joseph C. Osborn
Generative Text using Classical Nondeterminism
Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud
Jason Grinblat and C. Brian Bucklew
|2:40pm||Townhall Meeting + Social Event|
The Experimental AI in Games (EXAG) workshop aims to foster experimentation in game AI research and all forms of game development. In addition to presenting traditional academic talks and live demos of AI technology, EXAG welcomes a diverse community of researchers and practitioners with activities including a show-and-tell demo and gameplay session.
New to EXAG
We want to make EXAG the friendliest experience that we can. Feel free to contact us for any questions, comments, or concerns. You can check our talks from previous years on Youtube or enage and talk with other members in the community over Twitter or Discord.
- In keeping with this year’s AIIDE theme, we specifically invite papers and systems that introduce systems and frameworks that help progress the research field.
- New technology or tools made possible by AI—anything from roguelike Unexplored’s procedurally-generated dungeons and puzzles to stealth game Third Eye Crime’s visualization of AI logic.
- New games and related projects powered by academic research, e.g., Sure Footing and Bad News.
- Better living through AI—improving the game development and design process via new or newly applied AI techniques, from intelligent design tools to automated QA.
- AI in physical/embodied play environments.
- AI in support of mixed-initiative co-creative play.
- New applications of traditional AI techniques, e.g., Left 4 Dead’s drama manager or Black and White’s learning creatures.
- Cross-pollination from AI subfields not typically involved in games—anything from computational linguistics to machine vision.
- Case studies on the provenance of widely adopted technologies that were once considered experimental, e.g., the history of behavior trees.
- Reports on failed experiments related to any topic in our purview with a particular focus on how others can learn from your experience.
- Not sure if your topic is a fit? Drop us a line!
EXAG 2020 will be accepting papers to two different tracks:
- Research Track (2-6 pages, excluding references): Papers submitted for oral presentation. These will be incorporated into the proceedings and presented as 10 to 20-minute talks during paper sessions.
- Practitioner Track (500 words abstract): Short articles by game developers, artists, and other practitioners on the use of artificial intelligence in games, art, and other entertainment artifacts. These will be highlighted by 5-10 minute talks in a special track of the workshop. Ideally these will also use the AAAI format, but for the initial submission, any PDF format is fine; we’ll assign an editor to assist with the formatting of accepted work.
- Demos are welcome as an addendum to either submission type.
Please make your submissions at our EasyChair site. Papers must follow the AAAI format and must be anonymized for double-blind review.
EXAG will be held on October 19-20, 2020, colocated with the 2020 Artificial Intelligence in Interactive Digital Entertainment (AIIDE 2020) conference which will be held virtually.
July 29, 2020 August, 5, 2020
August 28, 2020 Septmeber 5, 2020
We want to make EXAG the friendliest experience that we can. If you have any questions or comments, please get in touch with us: firstname.lastname@example.org.
You can also keep up to date with EXAG and its community by joining us on:
- Michael Cook (Queen Mary University of London)
- Antonios Liapis (University of Malta)
- Alex Zook (Blizzard)