[please check for updates often]
In 2012-2020 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:
Due to technical problems with gather.town for newly registered attendees, we'll meet in the following google meet room instead:
When all registered attendees have access to gather-town, we may continue the workshop here starting with the second session. A notice about the switch will be sent out via email. If you can access the system already, please make yourself familiar with the gather-town system ahead of time, including entering the SG workshop room and sharing your screen and broadcasting audio if you are a presenter.
GMT MDT
(GMT-6)
1425 0825 Welcome (5) [Michael,Santi]
[Session 1: Santi]
1430 0830 Paper 1 (25+5) Derek Martin and Arnav Jhala: "BeClone: Behavior Cloning with Inference for Real-Time Strategy Games"
1500 0900 Paper 2 (25+5) Hao Pan: "Pathfinding and Map Feature Learning in RTS Games with Partial Observability"
1530 0930 Short Break (10)
[Session 2: Michael]
1540 0940 Invited Presentation 1 (20+5) Levi Lelis: "Programmatic Strategies"
1605 1005 Invited Presentation 2 (20+5) Costa Huang: "Ongoing Work on Gym-microRTS"
1630 1030 Invited Presentation 3 (20+5) Zuozhi Yang: "Search+Scripts in the microRTS Competition"
1655 1055 Short Break (10)
[Session 3: Santi]
1705 1105 Invited Presentation 4 (20+5) Abdullah: "Signal Optimization via Heuristic Search and Traffic Simulation"
1730 1130 Invited Presentation 5 (20+5) Jake Tuero: "Learning to Generate Optimal Paths using Search-Aware Models"
1755 1155 Dave Churchill: StarCraft Tournament Report (25)
1820 1220 Long Break (25)
[Session 4: Michael]
1845 1245 Invited Presentation 6 (20+5) Lucas Critch: "Using Influence Maps with Heuristic Search to Craft Sneak-Attacks in Starcraft"
1910 1310 Santi Ontañón: Micro-RTS Tournament Report (20)
1925 1330 Group Discussion / Show-and-Tell (45)
2015 1415 Short Break (10)
[Session 5: Santi,Michael]
2025 1425 Group Discussion / Future Work (60)
2125 1525 Wrap-Up (5) [Santi,Michael]
-2130 -1530
Please let us know ahead of time if you'd like to show-and-tell your current work, i.e., briefly describe it and perhaps show a few slides to get a discussion going. This will help us with time management.
The following people served on the workshop PC last year and will likely help this year as well: