TY - JOUR
T1 - The 2010 IEEE conference on computational intelligence and games report
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
N1 - Funding Information:
The conference was sponsored by the IEEE Computational Intelligence Soci ety and the IT University of Copenha gen, Center for Computer Games Research. It also received a donation from the IEEE Denmark Chapter, and support from local game developer
PY - 2011/5
Y1 - 2011/5
N2 - 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.
AB - 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.
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U2 - 10.1109/MCI.2011.940612
DO - 10.1109/MCI.2011.940612
M3 - Article
AN - SCOPUS:79955607343
SN - 1556-603X
VL - 6
SP - 10
EP - 14
JO - IEEE Computational Intelligence Magazine
JF - IEEE Computational Intelligence Magazine
IS - 2
M1 - 5749453
ER -