The ICAPS 2010 Workshop on
Planning in Games

Toronto, Canada, May 13, 2010, 9:00 - 12:30

News

Jan. 7, 2010: Web page created
Jan. 8, 2010: Call For Papers issued
Jan. 10, 2010: PC member invitation
Jan. 12, 2010: Deadline updates!
Apr. 10, 2010: 5 articles accepted, workshop date fixed, Jeff Orkin invited speaker
Apr. 14, 2010: Articles added, tentative schedule

Workshop Description

Playing games successfully requires players to devise action sequences that accomplish certain goals. In other words, they are solving planning problems. With such a tight relationship between action planning and playing games, it is surprising that planning and AI in games research have evolved for several decades without much interaction.

The goal of this second ICAPS workshop on planning in games is to bring researchers in both fields together to discuss how to plan actions in large game state spaces, ranging from complex abstract games such as go and chess to modern video game genres like role playing and real-time strategy games. These games test the limits of traditional game-tree search approaches, and also involve many current topics of interest in planning such as: temporal and spatial reasoning, resource management, cost-based planning, and imperfect information.

We therefore think it is a good idea to organize this workshop and invite submissions on all aspects of planning in the domain of games. Relevant topics include, but are not limited to:

  • planning techniques for abstract games, such as board games
  • planning in video games
  • integration of planning and game tree search
  • representational issues: languages for planning in games
  • opportunities for technology transfer between the communities
  • competitions
  • planning stories and scenarios
  • planning and interactive narrative
  • integrating planning and affective systems
  • dialogue planning
  • reasoning about actions and game playing
  • plan recognition
  • learning plans
  • technological transfer between academia and the the video game industry in the area of planning

Important Dates

Submission Deadline: Update: Mar. 1st, 2010, 11:59pm PST
Notifications: Update: Mar. 24. 2010
Camera-Ready Paper Submissions: Mar. 31, 2010, 11:59pm PST
Workshop Date: May 13th, 2010, 9:00-12:30 (half day)

Submission Procedure

We ask authors to submit technical papers in PDF format. Papers should be formatted in accordance with the AAAI style template and may be at most 8 pages long, including figures and bibliography. Visit http://www.aaai.org/Publications/Author/author.php for formatting instructions. Please submit papers using EasyChair.

Please note that all submitted papers will be carefully peer-reviewed by multiple reviewers, and that low-quality or off-topic papers will not be accepted. Also note that all workshop participants must register for the main ICAPS-10 conference.

Past Events

The first ICAPS Workshop on Planning in Games (2007)

List of Accepted Papers

  1. Olivier Bartheye and Éric Jacopin: Real-Time Planning for Video-Games: A Purpose for PDDL
  2. Peter Kissmann and Stefan Edelkamp: Layer-Abstraction for Symbolically Solving General Two-Player Games
  3. Lucie Kučerová, Cyril Brom and Rudolf Kadlec: Towards Planning the History of a Virtual Agent
  4. Boyang Li and Mark Riedl: Planning for Individualized Experiences with Quest-Centric Game Adaptation
  5. Damian Sulewski, Cenghizhan Yücel and Stefan Edelkamp: GPU Exploration of Two-Player Games with Perfect Hash Functions
All papers (zip file)

Tentative Workshop Program

May 13th, 09:00-12:30
(presentations + QA : 27 minutes each, 1h for invited talk, 10 minutes break)

09:00Welcome Address
09:04Olivier Bartheye and Éric Jacopin: Real-Time Planning for Video-Games: A Purpose for PDDL
09:31Peter Kissmann and Stefan Edelkamp: Layer-Abstraction for Symbolically Solving General Two-Player Games
09:58 Lucie Kučerová, Cyril Brom and Rudolf Kadlec: Towards Planning the History of a Virtual Agent
10:25 Break
10:35 Boyang Li and Mark Riedl: Planning for Individualized Experiences with Quest-Centric Game Adaptation
11:02 Damian Sulewski, Cenghizhan Yücel and Stefan Edelkamp: GPU Exploration of Two-Player Games with Perfect Hash Functions
11:29Jeff Orkin: The Evolution of Planning in Games

Invited Presentation

Speaker: Jeff Orkin

TITLE: The Evolution of Planning in Games

ABSTACT:
Over the past five years in the game industry, planning has gained acceptance as a viable, or even superior, solution for generating character behavior in games. No longer considered an exotic approach, planning has proven itself in numerous successful commercial titles. Approaches to planning in games have evolved from STRIPS-like to hierarchical planners. Challenges for AI in games today include authoring increasingly complex behavior, implementing effective co-operative teammates, and managing non-linear storytelling. Recent academic planning research holds potential solutions, including work on planners for story generation and interactive narratives, and data-mining and case-based planning for RTS games. In this talk, I will describe how planning has evolved in commercial games, and where there are opportunities to apply academic research to solve current industry problems. Finally, I will describe my current work on Collective AI, where we are generating social behavior and dialogue for co-operative characters with a case-based planning system that draws from data mined from over 15,000 players of The Restaurant Game.

BIO:
Jeff Orkin is a game developer, AI researcher, and PhD candidate in the Cognitive Machines Group at the MIT Media Lab. Jeff's research focuses on Collective Artificial Intelligence -- a combination of -- -- crowd-sourcing, data-mining, and case-based planning designed to empower non-experts to author socially rich digital actors who can play roles in games, simulations, and virtual worlds. These socially intelligent characters are capable of communication and co-operation with humans and other characters. Prior to enrolling at the Media Lab, Jeff developed several generations of AI systems in the game industry. As a Senior Engineer at Monolith Productions, Jeff focused on goal-oriented autonomous character behavior and planning, while developing AI systems for the award winning titles No One Lives Forever 2 (NOLF2) and F.E.A.R. Jeff is a Contributing Author and Section Editor of the AI Game Programming Wisdom book series, has presented at the Game Developer's Conference, AIIDE, and AAMAS, and holds a Master's degree in Computer Science from the University of Washington and Bachelor's degree in Computer Science from Tufts University with a minor in Studio Art.

Contact Information

Michael Buro
337 Athabasca
Department of Computing Science
University of Alberta
Edmonton, Alberta, T6G 2E8
Canada

michael.buro in domain gmail.com
+1 780 492 1763 (office)
+1 780 492 1071 (shared fax, use cover page)

Carlos Linares López
Department of Computing Science, 2.2.B09
University Carlos III of Madrid
Avenida de la Universidad, 30
28911 - Leganés (Madrid)
Spain

carlos.linares in domain uc3m.es
+34 91 624 91 12 (office)
+34 91 624 91 29 (shared fax, use cover page)

Program Committee

[as of Jan-18-2010]

Yngvi Bjornsson, Reykjavik University, Iceland
Adi Botea, NICTA, Australia
Vadim Bulitko, University of Alberta, Canada
Michael Buro, University of Alberta, Canada
Marc Cavazza, University of Teesside, United Kingdom
Fred Charles, University of Teesside, United Kingdom
Stefan Edelkamp, University of Bremen, Germany
Alan Fern, Oregon State University, United States
Susana Fernández Arregui, Universidad Carlos III de Madrid, Spain
Michael Genesereth, Stanford University, United States
Nick Hawes, University of Birmingham, United Kingdom
Eric Jacopin, CREC Saint-Cyr, France
Sven Koenig, University of Southern California, United States
Carlos Linares López, Universidad Carlos III de Madrid, Spain
Brian Magerko, Georgia Institute of Technology, United States
Héctor Muñoz Ávila, Lehigh University, United States
Alexander Nareyek, National University of Singapore, Singapore
Jeff Orkin, MIT Media Lab, United States
David Pizzi, University of Teesside, United Kingdom
Julie Porteous, University of Teesside, United Kingdom
Mark Riedl, Georgia Institute of Technology, United States
Michael Thielscher, The University of New South Wales, Australia