EXAG 2017 Schedule

We are pleased to announce this year’s schedule for the EXAG workshop!

Thursday, October 5, 2017
9:00am – 9:30am
Welcome

9:30am – 10:30am
Long Papers
Marahel: A Language for Constructive Level Generation
Ahmed Khalifa, New York University
Julian Togelius, New York University

Leveraging Multi-layer Level Representations for Puzzle-Platformer Level Generation
Sam Snodgrass, Drexel University
Santiago Ontañón, Drexel University

10:30am – 11:00am
Break

11:00am – 12:30pm
Long Papers
Challenge Problem: General RPG Playing
Joseph Osborn, University of California, Santa Cruz
Benjamin Samuel, University of New Orleans
Adam Summerville, University of California, Santa Cruz
Michael Mateas, University of California, Santa Cruz

A Vision For Continuous Automated Game Design
Michael Cook, Falmouth University

A Generative Framework of Generativity
Kate Compton, University of California, Santa Cruz
Michael Mateas, University of California, Santa Cruz

12:30pm – 2:00pm
Lunch (on your own; no sponsored lunch provided)

2:00pm – 3:30pm
Long Papers
Effects of Self-knowledge: Once Bitten Twice Shy
Vadim Bulitko, University of Alberta

Poetic sound similarity vectors using phonetic features
Allison Parrish, New York University

3:30pm – 4:00pm
Break

4:00pm – 5:00pm
Short Papers
Deep Learning for Speech Accent Detection in Videogames
Astrid Ensslin, University of Alberta
Tejasvi Goorimoorthee, University of Alberta
Shelby Carleton, University of Alberta
Vadim Bulitko, University of Alberta
Sergio Poo, University of Alberta

Dynamic Epistemic Logic for Agent Behaviour
Javier Torres, Brainific SL

“Press Space to Fire”: Automatic Video Game Tutorial Generation
Michael Green, New York University
Ahmed Khalifa, New York University
Gabriella Barros, New York University
Julian Togelius, New York University

Generominos: Ideation Cards for Interactive Generativity
Kate Compton, University of California, Santa Cruz
Edward Melcer, New York University
Michael Mateas, University of California, Santa Cruz

Friday, October 6, 2017
9:00am – 10:30am
Industry Case Studies
Designing Stronger AI Personalities
Tanya X. Short, Kitfox Games

Secret Identities in Dwarf Fortress
Tarn Adams, Bay 12 Games

10:30am – 11:00am
Break

11:00am – 12:30pm
Long Papers
Answer Set Programming in Proofdoku
Adam M. Smith, University of California, Santa Cruz

Towards Positively Surprising Non-Player Characters in Video Games
Vadim Bulitko, University of Alberta
Shelby Carleton, University of Alberta
Delia Cormier, University of Alberta
Devon Sigurdson, University of Alberta
John Simpson, University of Alberta

Social Simulation for Social Justice
Melanie Dickinson, University of California, Santa Cruz
Michael Mateas, University of California, Santa Cruz
Noah Wardrip-Fruin, University of California, Santa Cruz

12:30pm – 2:00pm
Lunch (on your own; no sponsored lunch provided)

2:00pm – 3:30pm
Demo Presentations
A Sandbox for Modeling Social AI
Ethan Robison, Northwestern University

A Unified Framework for Agent Behaviour
Javier Torres, Brainific SL

A General Level Design Editor for Co-creative Level Design
Matthew Guzdial, Georgia Institute of Technology
Jonathan Chen, Georgia Institute of Technology
Shao-Yu Chen, Georgia Institute of Technology
Mark Riedl, Georgia Institute of Technology

ProcDefense – A Game Framework for Procedural Player Skill Training
Brandon Thorne, North Carolina State University
Arnav Jhala, North Carolina State University

Late-Breaking Demo Presentations
Microbial Art: An Implicit Cooperation Musical Experience
Mário Escarce Junior, Phersu Interactive
Georgia Rossmann Martins, Phersu Interactive
Leandro Soriano Marcolino, Lancaster University
Anderson Tavares, Universidade Federal de Minas Gerais
Yuri Tavares Rocha, Universidade Federal do Recôncavo da Bahia

Grammar-Based Generation of 2D Boss Designs
Eric Butler, University of Washington
Kristin Siu, Georgia Institute of Technology

(Plus any more late-breaking work!)

3:30pm – 4:00pm
Break

4:00pm – 5:00pm
Demo Showcase

Behind the Scenes: Program Committee

We’re happy to finally announce the wonderful folks on this year’s EXAG program committee!

  • Sasha Azad
  • Eric Butler
  • Martin Cerny
  • Michael Cook
  • Melanie Dickinson
  • Squirrel Eiserloh
  • Mirjam Palosaari Eladhari
  • Jeremy Gow
  • Kazjon Grace
  • Matthew Guzdial
  • Sarah Harmon
  • Ian Horswill
  • Dominic Kao
  • Max Kreminski
  • Boyang Li
  • Antonios Liapis
  • Chong-U Lim
  • Peter A. Mawhorter
  • Mark J. Nelson
  • Joseph Osborn
  • Jonathan Pagnutti
  • Allison Parrish
  • Justus Robertson
  • Ben Samuel
  • Gillian Smith
  • Andrew Stockdale
  • Anne Sullivan
  • Adam Summerville
  • Jonathan Tremblay
  • Alexander Zook

Deadline Extension!

The deadlines for papers have been extended to July 7th!

We look forward to seeing your papers!

Meet the Organizers!

EXAG was founded by Mike Cook and Alex Zook in 2014, and Antonios Liapis joined the organizing committee in 2015. The workshop has been held at AIIDE each of the last three years, and it returns now for its fourth annual meeting!

This year’s organizing committee features three new additions:

  • Jo Mazeika is a researcher exploring constraint-based generative methods and computational encodings of style. She is a current Ph.D. in the Augmented Design Lab at UC Santa Cruz, and one of the core members of ScholarsPlay, a Twitch stream featuring game scholars critiquing games through play. She’ll be the tall lady with the bag of Legos, so feel free to say hi!
  • Kristin Siu is a researcher and independent game developer, working in artificial intelligence and human computer interaction for games. She is currently a Ph.D. candidate in the Entertainment Intelligence Lab at Georgia Tech: by day, her thesis is on human computation games and by night, she works on generative methods for boss encounters. She is also one of the engineers behind Elsinore, a time-looping Shakespearean adventure game. She likes tea drinking and hamsters.
  • James Ryan is a researcher and practitioner exploring creative and expressive applications of artificial intelligence, especially in the areas of simulation, narrative, and natural language. His collaborative projects include Bad News, a hybrid physical–digital game combining simulation and live improvisation, and GameSpace, a playable visualization of the videogame medium built using techniques from natural language processing and machine learning. He is currently finishing up his PhD at the Expressive Intelligence Studio at UC Santa Cruz, and he also works part-time as an AI Specialist at Spirit AI.

Additionally, EXAG is excited to announce the addition of a new workshop role, our Industry Expert, who is tasked with providing advice and expertise aimed at strengthening the bridge between academics and industry (particularly, indie) games folks. This year’s Industry Expert is none other than:

EXAG 2017 Call For Papers

What is EXAG?

The Experimental AI in Games (EXAG) workshop is an open, friendly, and laidback workshop hosted by AIIDE 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.

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.

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: JULY 7TH (Now extended!) (at 23:59 UTC-10:00)
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

Submission Directions:

Please submit papers to our EasyChair site here. Papers must follow the AAAI format and must be anonymized for double-blind review.

Questions?
We want to make EXAG the friendliest, most fun and most open workshop we can. If you have any questions at all, please get in contact with one of our organizers: Jo, Kristin, and James.

Welcome To EXAG!

The Experimental AI in Games workshop is returning for its fourth year at AIIDE. We’re just getting ourselves set up here – check back soon for a Call for Papers and more information about the workshop!