Camera Ready Deadline: September 29, 2021
Online Conference: Due the continuing impact of the COVID-19 pandemic, AIIDE'21 and all the workshops will be held online again. The workshop will be heldon Gather.town. The workshop date remain the same, as shown below. As usual, accepted papers must have at least one of the authors register to AIIDE'21 and prepare a presentation to present their work.
Due to COVID-19, EXAG will be held online via VirtualChair. Papers will be presented live or using a pre-recorded video. All times in the schedule are Greenwich Mean Time (EST+4). Each talk is 15 minutes followed by 5 minutes questions and discussions.
Monday, October 11th (VirtualChair)
Open Player Modeling: Empowering Players through Data Transparency
Jichen Zhu and Magy Seif El-Nasr
An Agent Framework for Manipulation Games
Rehaf Aljammaz, Yasheng She and Michael Mateas.
A Component-based Game Engine for the Game-O-Mat Game Generation System
Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art
Manoj Deshpande and Brian Magerko
Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples
Abdelrahman Madkour, Stacy Marsella, Casper Harteveld, Magy Seif El-Nasr and Jan Willem van de Meent
Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language Input
Jason Smith, Nazanin Alsadat Tabatabaei Anaraki, Atefeh Goloujeh, Karan Khosla and Brian Magerko
Tuesday, October 12th (VirtualChair)
Procedural Content Generation using Behavior Trees (PCGBT)
Anurag Sarkar and Seth Cooper
Designing a Combined World and Story Procedural Content Generation Engine
Brenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson and Chris Martens
TileTerror: A System for Procedurally Generating 2D Horror Maps
Arunpreet Sandhu, Kyle Mitchell and Joshua McCoy
Practitioner Track: Intertwining World and Narrative Generation for a Mobile Roleplaying Game
Joel Jonasson, Brenden Lech, Sasha Azad and Chris Martens
AgentCraft: An Agent-Based Minecraft Settlement Generator
Ari Iramanesh and Max Kreminski
Design Considerations for Creating AI-based Gameplay
Joshua McCoy, Ben Samuel and Mike Treanor
EXAG Game Jam: Amino Demo
|5:00pm GMT||Closing 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 2021 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. UPDATE: The abstracts for this track do not have to be anonymized.
- 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 (except Practitioner Track abstracts).
EXAG will be held on October 11-12, 2021, colocated with the 2021 Artificial Intelligence in Interactive Digital Entertainment (AIIDE 2021) conference which will be held virtually.
Submission deadline: August 9, 2021
Acceptance notification: September 13-18, 2021
Camera ready: September 29, 2021
October 11-12, 2019
EXAG Game Jam (NEW)
Have a cool project but don't necessarily want to write a paper? Submit it to the EXAG Game Jam!
Submission deadline: October 1st, 2021
Community Judging: October 8th, 2021
We want to make EXAG the friendliest experience that we can. If you have any questions or comments, please get in touch with us: email@example.com.
You can also keep up to date with EXAG and its community by joining us on:
- Mads Johansen Lassen (IT University of Copenhagen)
- Quinn Kybartas (McGill University)
- M Charity (New York University)
- Max Kreminski (UC Santa Cruz)
- Michael Cook (Queen Mary University of London)
- Antonios Liapis (University of Malta)
- Alex Zook (Blizzard)