SECOND CALL FOR PAPERS: Special Issue on Evolutionary Computation in Games
- From: sipper@xxxxxxxxx
- Date: Tue, 06 Nov 2007 10:47:27 -0000
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Genetic Programming and Evolvable Machines
Special Issue on
Evolutionary Computation in Games
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Ever since the dawn of artificial intelligence in the 1950s, games
have been part and parcel of this lively field. In 1957, a year after
the Dartmouth Conference that marked the official birth of AI, Alex
Bernstein designed a program for the IBM 704 that played two amateur
games of chess. In 1958, Allen Newell, J. C. Shaw, and Herbert Simon
introduced a more sophisticated chess program (beaten in thirty-five
moves by a ten-year-old beginner in its last official game played in
1960). Arthur L. Samuel of IBM spent much of the fifties working on
game-playing AI programs, and by 1961 he had a checkers program that
could play at the master's level. In 1961 and 1963 Donald Michie
described a simple trial-and-error learning system for learning how to
play Tic-Tac-Toe (or Noughts and Crosses) called MENACE (for Matchbox
Educable Noughts and Crosses Engine). These are but examples of highly
popular games that have been treated by AI researchers since the
field's inception.
"There are two principal reasons to continue to do research on
games," wrote Epstein (1999). "First, human fascination with game
playing is long-standing and pervasive. Anthropologists have
catalogued popular games in almost every culture... Games intrigue us
because they address important cognitive functions... The second
reason to continue game-playing research is that some difficult games
remain to be won, games that people play very well but computers do
not. These games clarify what our current approach lacks. They set
challenges for us to meet, and they promise ample rewards."
Studying games may thus advance our knowledge in both cognition and
artificial intelligence, and, last but not least, games possess a
competitive angle which coincides with our human nature, thus
motivating both researcher and student alike.
During the past few years there has been an ever-increasing interest
in the application of evolutionary algorithms within the vast domain
of games. This special issue aims to present a selection of top papers
in the field.
Topics include (but are not limited to) evolutionary computation in:
* Board games (e.g., checkers, Go, chess)
* Imperfect information and non-deterministic games (e.g., bridge,
poker, backgammon, cribbage)
* Video games
* Real-time strategy games
* Game avatars
* Non-player characters and game agents
* Games involving control of physical objects (e.g., tank wars,
car racing)
* Games with simulated physics
* Prey / Predator games (e.g., Pacman)
* Game protocols (e.g., protocols for game-playing over the web)
* "Real-world" games (e.g., share trading, portfolio management)
* General architectures and algorithms for game agents and non-
player characters
* Long-term learning and skill transference in game agents
* Games for education and training
* Social/biological/cultural modeling games (e.g., iterated
prisoner's dilemma, hawks and doves)
Schedule:
* Submission deadline: December 31, 2007
* Notification of review results: March 1, 2008
* Final manuscript: May 1, 2008
Submission procedure:
* Manuscripts should conform to the standard format of the Genetic
Programming and Evolvable Machines journal as indicated in the
Information for Authors (http://www.springer.com/10710).
* All submissions will be peer reviewed subject to the standards
of the journal.
* Manuscripts based on previously published conference papers must
be extended substantially.
* Please upload all submissions to the electronic submission
system of Genetic Programming and Evolvable Machines and send a PDF
copy of your paper to the guest editors by email attachment.
All enquiries about this special issue should be sent to the guest
editors.
Prospective authors are invited to send an email to the guest editors
indicating their interest in submitting a paper and the specific
topics addressed.
Journal website: http://www.springer.com/10710
Guest editors:
Moshe Sipper
sipper@xxxxxxxxxxxx
http://www.moshesipper.com/
Dept. of Computer Science
Ben-Gurion University
Beer-Sheva 84105, Israel
Mario Giacobini
Mario.giacobini@xxxxxxxx
http://www.biocut.unito.it/giacobini
Dept. of Animal Production, Epidemiology and Ecology, Faculty of
Veterinary Medicine
and
Computational Biology Unit, Molecular Biotechnology Center
University of Torino, Italy
.
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