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.
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.
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:
0855 :::Welcome 0900 Paper presentations 1030 :::Break 1100 Paper presentations 1200 :::Lunch 1330 Tournament Reports 1430 Future research directions, part 1 1500 :::Break 1530 Future research directions, part 2 1700 :::Wrap-Up
The following people served on the workshop PC last year and will likely help this year as well: