The 2010 IEEE conference on computational intelligence and games report

Georgios N. Yannakakis, Julian Togelius

    Research output: Contribution to journalArticlepeer-review


    The 2010 IEEE Conference on Computational Intelligence and Games (CIG 2010), the sixth installment in the CIG series, was held at the IT University of Copenhagen (ITU), Denmark, from the 18th to the 21st of August. Steve Rabin from the DigiPen Institute of Technology and Nintendo of America, USA, discussed on the history of game AI and his projections for the future of the field. Johan Pfannenstill from Ubisoft Massive, Sweden, discussed on the development and architecture of the AI for the real-time strategy (RTS) game World in Conflict. Cyril Brom from Charles University in Prague, Czech Republic, gave an introduction to basic AI techniques for games and the Pogamut frame-work for controlling characters in the popular FPS game Unreal Tournament 2004. Dan Ashlock from the University of Guelph in Canada focused on a useful technique for finger-printing strategies through playing them. The conference also hosted four special sessions dedicated to dissimilar aspects of CI and games.

    Original languageEnglish (US)
    Article number5749453
    Pages (from-to)10-14
    Number of pages5
    JournalIEEE Computational Intelligence Magazine
    Issue number2
    StatePublished - May 2011

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • Artificial Intelligence


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