25 February 2006
Game/AI: AI Planning for games and characters CFP
by bcpbcp (via)However though AI Planning has much to contribute to both these fields, particularly in producing more convincing Non-Player Characters and autonomous intelligent characters, few AI planning researchers have been involved in this work, and the technology, where applied at all, has often been used in a somewhat ad hoc way. In addition, games company use of AI planning has so far been limited - A*-based motion planning the main exception - with practitioners feeling that the technology is too computationally expensive or risky for integration into computer games.
29 January 2006
SandboxSymposium.org
by bcpbcp (via)ACM is hosting a two-day video game symposium on 29 July and 30 July in 2006, co-located with SIGGRAPH 06 in Boston, MA, USA. The symposium will consist of keynotes, panels and papers. In addition, a "Hot Games" session will preview unreleased titles from major game companies and indie developers.
21 January 2006
Grand Text Auto ยป Computational Aesthetics Workshop at AAAI
by bcpbcpOur aesthetic agency for beauty and emotion is one of the most celebrated bastions of humanity. If machines could understand and affect our perceptions of beauty and happiness, they could touch people's lives in fantastic new ways. Drawing variously from work in diverse fields such as psychology, cognitive science, and philosophy, recent applications of artificial intelligence have begun their foray into the computation of, inter alia, art, music, poetry, and affect. Both the theory and praxis of aesthetics by computational means are seeing rapid advances, and the time is ripe for thematic integration. Hence, this workshop will bring together AI theorists and practitioners across various realms in study and celebration of its central thematic, COMPUTATIONAL AESTHETICS.
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(3 marks)