SECOND CALL FOR PAPERS: Special Issue on Evolutionary Computation in Games



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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

.



Relevant Pages

  • Re: User Interface Design
    ... could look at the undamaged stats on a unit, ... If you want to try to cater for moderated games then ... player base I could only ever please under a third of the player base ... A Law of Computer Programming: Make it possible for programmers to write in English and you will find the programmers cannot write in English. ...
    (comp.games.development.design)
  • Re: How I got interested in the Apple ][...
    ... have any concept of programming languages, and my only exposure to games was ... It didn't teach programming, but it ... the mid-90's and some of the more well-off schools were dumping the Apple IIs ... I found a IIc, a IIe, and between the podcasts and Virtual][a vibrant online Apple II community. ...
    (comp.sys.apple2)
  • Re: Best GUI- Python for children - pygame and blender32
    ... the students who were serious about learning ... about programming, to use the computer as a tool, never returned ... If you really want games I would look at David Ahl's old ... python to run on the web, your school will never forgive you. ...
    (comp.lang.python)
  • Re: To Richard Heathfield: enoughs enough
    ... about the real culture of programming which to her is ... games are fun and companies often exploit that to get unpaid ... > artifact like the C language. ... It's an expertise that enables them to earn their living as programmers. ...
    (comp.programming)
  • Re: Custom pinball report - Cosmic Colony in NorCal
    ... having learned a lot of my controls programming ... but will definitely extend this technology base with ... I've always thought that new rule-sets for older games ...
    (rec.games.pinball)