ICAPS Rome 2013

Planning in Games

The workshop will take place on June 10, 2013.

The workshop aims at gathering researchers and practitioners interested in the use of planning in games to discuss current work and future directions: from classic games to video games, from academia to the industry, from researchers to developers and designers to gamers, from path planning to strategic planning, and more.

PG-2013-Poster-Web(small)

Online Proceedings (pg13-proceedings)

The Planning in Games workshop is scheduled on the 10th of June in the A7 room at the Department of Computer, Control and Management Engineering (DIAG), University of Rome “SAPIENZA”.

09:30-09:40

Welcome

09:40-10:30

Invited Speaker 1

Alex Champandard

Planning for Game Characters

10:30-11:00

Coffee Break

Session “Planning for paths”

11:00-11:20

Jamie Snape, Stephen Guy, Ming Lin, Dinesh Manocha
Local and Global Planning for CollisionFree Navigation in Video Games

11:20-11:40

Norman Jaklin, Wouter van Toll, Roland Geraerts
Way to Go A Framework for MultiLevel Planning in Games

11:40-12:00

Sung June Chang
The hybrid optimized path finding in MMOG

12:00-12:50

Invited Speaker 2

Will Van der Sterren

Hierarchical PlanSpace Planning for MultiUnit Maneuvers

12:50-14:30

Lunch Break

Session “Planning for stories”

14:30-14:50

Patrik Haslum
On Compilations For Narrative Planning

14:50-15:10

Stefano Cianciulli, Stavros Vassos
Planning as Behavior Composition for Interactive Storytelling

15:10-16:00

Invited Speaker 3

Dana Nau

Game Applications of HTN Planning with State Variables

16:00-16:30

Coffee Break

Session “Planning for actions”

16:30-16:50

Zohar Feldman, Carmel Domshlak
Pushing the Envelope of MonteCarlo Planning: Formal Guarantees Meet Practical Efficiency

16:50-17:10

Alexandre Menif and Christophe Guettier.
Planning and Execution Control Architecture for Infantry Serious Gaming

17:10-17:30

Minh Do, Minh Tran.
BlocksWorld: An iPad Puzzle Game

17:30-18:30

Closing Discussion

 

List of Invited Speakers

Alex Champandard (AIGameDev.com)
Dana Nau (U. of Marlyand)
William van Sterren (CGF-AI)

List of Accepted Papers

  • Sung June Chang
    The hybrid optimized path finding in MMOG
  • Stefano Cianciulli and Stavros Vassos
    Planning as Behavior Composition for Interactive Storytelling
  • Minh Do and Minh Tran
    BlocksWorld: An iPad Puzzle Game
  • Zohar Feldman and Carmel Domshlak
    Pushing the Envelope of Monte-Carlo Planning: Formal Guarantees Meet Practical Efficiency
  • Patrik Haslum
    On Compilations For Narrative Planning
  • Norman Jaklin, Wouter van Toll and Roland Geraerts
    Way to Go – A Framework for Multi-Level Planning in Games
  • Alexandre Menif and Christophe Guettier
    Planning and Execution Control Architecture for Infantry Serious Gaming
  • Jamie Snape, Stephen Guy, Ming Lin and Dinesh Manocha
    Local and Global Planning for Collision-Free Navigation in Video Games

 

Call for papers

Topics and Objectives

The Planning in Games Workshop covers a wide range of topics related to developing, integrating, and benchmarking single-agent, adversarial, and multi-agent planning techniques into classic games as well as video games. While the emphasis of the workshop is on the methods and techniques developed in the field of AI, the workshop aims at bringing together researchers and practitioners involved in applications of planning in the field of video games, to discuss current work and future directions. We especially welcome discussions and demonstrations of existing systems.

Artificial Intelligence Planning is successfully used in video-games: heuristic-based STRIPS-like planning and HTN Planning generate character behavior in several fast paced games since 2005, reaching millions of players. This certainly does not make planning in games a solved problem: from new game genres to next-generation consoles and new markets such as cloud gaming, the AI Planning research frontier is wide and open to any kind of planning technique in a gaming context.

This 3rd edition of the ICAPS Workshop on Planning in Games shall acknowledge the tighter link with the video-game industry, while aiming at inspiring traditional Game AI Planning research such as optimal planning in huge search spaces and temporal reasoning, and traditional games such as go and chess: this workshop invites submissions on any aspect of AI planning in the largest possible domain of games.

Relevant topics include:

  • Strategic and tactical planning
  • Planning techniques for abstract games such as board games,
  • Planning for command hierarchies
  • Temporal and spatial planning
  • Real-time planning and replanning
  • Drama and story planning
  • Checking and debugging game design with planning
  • Cloud-based planning services
  • Plan recognition, cased-based and crowd-sourcing planning
  • Abstractions and representational issues
  • Competitions

Like previous Planning in Games workshops, we hope PG-2013 to be a highly participatory and discussion-oriented forum. We anticipate a one-day workshop that will comprise of several sessions including presentations of research papers, position papers, and posters, and a panel discussion.

Invited Talks

  • Dana S. Nau (University of Maryland)
  • Alex Champandard (AIGameDev.com)
  • William van der Sterren (CGF-AI)

Submissions

Potential participants are invited to submit either a full length technical paper or a statement of interest with a position paper. Submissions are accepted in PDF format only, using the AAAI formatting guidelines at http://www.aaai.org/Publications/Author/author.php.

Submissions must be no longer than seven (7) pages in length, including references and figures. Author names should be included. Overlength papers will not be accepted for publication. Papers must be submitted electronically in PDF format by the due date.

Submission website: https://www.easychair.org/conferences/?conf=pg2013

Electronic proceedings will be offered to delegates in a USB key by ICAPS-2013, and will also be published online in the ICAPS-2013 website.

Deadlines

Submission deadline (extended): April 5th, 2013
Notification (updated): April 24, 2013
Final version: May 10, 2013
Workshop date: June 10, 2013

Workshop Program Chairs

Program Committee

  • Marc Cavazza, University of Teesside, United Kingdom
  • Carle Cote, Eidos, Canada
  • Luke Dicken, University of Strathclyde, United Kingdom
  • Alan Fern, Oregon State University, United States
  • Peter Gregory, University of Teesside, United Kingdom
  • Carlos Linares López, Universidad Carlos III de Madrid, Spain
  • Christian Muise, University of Toronto, Canada
  • Jeff Orkin, MIT Media Lab, United States
  • Julie Porteous, University of Teesside, United Kingdom
  • Mark Riedl, Georgia Institute of Technology, USA
  • William van der Sterren, CGF-AI, Neatherlands

 

 

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