AIIDE-20 Workshop on
Artificial Intelligence for
Strategy Games
(October 19, 2020 on Google-Meet)
News
- [Oct-06] Updated schedule
- [May-17] PC list updated
- [Apr-26] Webpage Created
Background
In 2012-2019 successful workshops on AI for adversarial real-time
games were held at AIIDE in response to the considerable interest in
the subject and the limited time for reporting on the annual StarCraft
competition in the main AIIDE conference.
A few years ago, we broadened the workshop scope a bit to cover AI for
all kinds of strategy games in the hope to attract more submissions
and to spark discussions between research groups focusing on board
game, real-time strategy game, and general video game AI. This idea
apparently paid off as last year we had 7 papers presented.
The goal of this follow-up workshop is to again bring together AI
researchers and game AI programmers from industry, who are interested
in strategic game AI, to present and exchange ideas on the subject,
and to discuss how academia and game companies can work together to
improve the state-of-the-art in AI for games.
Workshop Format
This one-day workshop will consist of paper presentations on strategy
game related AI topics (listed below), RTS game competition reports
(StarCraft Broodwar and μRTS), a commented man-machine StarCraft match (most
likely replays), perhaps an invited presentation, and a discussion on
future research.
Contributions will be peer-reviewed and meet AAAI workshop standards.
Topics
This workshop welcomes original research contributions, position papers,
competition AI system descriptions, and post-mortem game analyses in the area
of AI for strategy games --- including modern video strategy games (such as
FPS and RTS games), and turn based games and puzzles. Topics include, but are
not restricted to:
- Reinforcement Learning in Strategy Games
- State and Action Abstractions
- Heuristic Search Applied to High-Branching Factor Domains
- Player Modelling, Co-operation and Exploitation
- Plan and Goal Recognition
- Game Balancing
- Level Generation
- Motion Planning
- High-Level Strategic Planning
- Dealing with Imperfect Information
Tentative Workshop Schedule
(Eastern Daylight Time (EDT), the Google-Meet link will be sent in time)
1055 :::Welcome
1100 Presentations (papers 3+5+6)
1200 :::Break
1215 Presentations (papers 1+4+7)
1315 :::Lunch
1415 Tournament Reports
1445 Show-and-Tell / future research directions, part 1
1555 :::Break
1610 Show-and-Tell / future research directions, part 2
1700 :::Wrap-Up
Tentative Show-and-Tell presenters:
- Alexander - Stratega
- Diego - Tribes Demo
- Costa - OpenGym micro-RTS environment
https://wandb.ai/vwxyzjn/gym-microrts/reports/Gym-microrts-s-V2-Benchmark--VmlldzoyNTg5NTA
- Dave
Potential discussion topics:
- Benchmarks: Should we keep focusing on StarCraft and try to play
better using less computational resources? or should we look at
something more general? E.g., learning to play a variety of RTS games?
- Transformers: Can we bring the Transformer paradigm to games? It
has had great success in NLP
- Multi-action turn-based games (e.g. Civilization). How do those
compare to RTS games AI-wise?
- How to speed up learning? (transfer learning, curriculum learning?)
- Are there any games left that humans like to play which can be
used as AI benchmark?
Recent AlphaStar: https://www.youtube.com/watch?v=Cz3nCSOv5iY
Accepted Papers (6)
- p1: "A Reasoning-based Defogger for Opponent Army Composition Inference under Partial Observability” Hao Pan pdf
- p3: "MCTS pruning in Turn-Based Strategy Games”, Yu-Jhen Hsu, Diego Perez-Liebana pdf
- p4: "Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning” Richard Kelly and David Churchill pdf
- p5: "Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS Games” Zuozhi Yang and Santiago Ontañón pdf
- p6: "Action Guidance: Getting the Best of Training Agents with Sparse Rewards and Shaped Rewards” Shegyi Huag and Santiago Ontañón pdf
- p7: “STRATEGA - A General Strategy Games Framework” Alexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen, Diego Perez-Liebana pdf
Important Dates
- Early submissions (for those whose academic year ends on June 30):
- Submission deadline: June 7, 2020
- Acceptance notification: June 30, 2020
- Regular submissions
- Submission deadline: August 15, 2020
- Acceptance notification: September 1, 2020
- Camera-ready version: September 15, 2020
Submission Format
- PDF format
- at most 7 pages (including all references)
- 12-point font, two-column, single spaced format, LaTeX preferred (AAAI style file preferred)
- blind review process, please don't mention author names
- submit by email to michael.buro@gmail.com AND santi.ontanon@gmail.com (subject "WORKSHOP PAPER")
Workshop Programming Committee
The following people served on the workshop PC last year and will
likely help this year as well:
- Michael Buro Co-Organizer (Univ. of Alberta)
- Santiago Ontañón Co-Organizer (Google)
- David Churchill PC (Memorial Univ.)
- Nathan Sturtevant PC (Univ. of Alberta)
- Levi Lelis PC (Univ. of Alberta)
- Florian Richoux PC (Univ. de Nantes)
- Mike Preuss PC (Univ. Münster)
- Nicolas Barriga PC (Univ. de Talca)
- Kevin Dill PC (Lockheed Martin)
- Julian Mariño PC (Univ. de São Paulo)
- Gabriel Synnaeve PC (Facebook)
- Zeming Lin PC (Facebook)
- Julian Togelius PC (NYU)
- Yaser Norouzzadeh PC (Tilburg University)
- Pieter Spronck PC (Tilburg University)
- Hector Munoz-Avila PC (Lehigh University)
- Simon Lucas PC (Queen Mary Univ.)
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