IADIS Game and Entertainment Technologies 2010

Los días 26, 27 y 28 de Julio ARSGAMES estuvo en Friburgo asistiendo al IADIS Game and Entertainment Technologies 2010, un interesante congreso en el que cabe destacar la cálida acogida de Katherine Blanshki que dio al evento un aire informal, como podéis ver mas abajo (y oír, porque lo grabamos todo) pudimos encontrar conferencias de lo mas variado.

Monday 26th, July 2010

15:00-16:20 Psychological, social, and cultural differences in perception and participation // Emerging practices

MOTIVATIONAL FACTORS AND SOCIAL RELATIONS ACROSS DIFFERENT TYPES OF PLAYERS AND GAMES – Timo Baur and Castulus Kolo

http://blip.tv/dashboard/episode/3967079

THE SYMBIOSIS OF AI AND COMPUTER GAMES: TWO EXAMPLES OF GAMES AS A BIDIRECTIONAL INTERACTIVE SYSTEM – Robin Baumgarten and Eurídice Cabañes Martínez

http://blip.tv/dashboard/episode/3967094

GATHERING COMMONSENSE KNOWLEDGE WITH A GAME – Jordi Carres Polo, Kentaro Inui and Yuji Matsumoto

http://blip.tv/dashboard/episode/3967102

17:00-18:50 Prototypes // Usability and playability // Design issues

 

PROTOTYPING AS AN APPROACH TOWARDS DIGITAL GAMES RESEARCH
Stefan Werning

http://blip.tv/dashboard/episode/3967114

MOONGATE: MODULAR REAL-TIME STRATEGY ENGINE FOR XBOX 360 AND PC  – Rudolf Kajan and Adam Herout

http://blip.tv/dashboard/episode/3967133

Tuesday 27th, July 2010

09:10-11:00  Serious Games and entertainment – applications, critiques // Development methodologies // Social and cultural uses of / for Play Mobile and ubiquitous games and entertainment

– GAMEWORK – A CUSTOMIZABLE FRAMEWORK FOR PERVASIVE GAMES
Christoph Stach

http://blip.tv/dashboard/episode/3967142

USING EDUCATIONAL GAMES FOR LEARNING INTRODUCTORY PROGRAMMING: INITIAL STUDY ON STUDENTS’S PERCEPTIONS
Roslina Ibrahim and Azizah Jaafar

http://blip.tv/dashboard/episode/3967154

WHAT’S THAT?: SOCIAL TAGGING OF AUDIOVISUAL HERITAGE IN A SERIOUS SOCIAL GAME SETTING – Maarten Brinkerink, Lotte Belice Baltussen and Johan Oomen

http://blip.tv/dashboard/episode/396725711:30-12:55

“ON THE TOP OF HIGH TOWERS…» DISCUSSING LOCATIONS IN A MOBILE HEALTH GAME FOR DIABETICS – Martin Knöll

http://blip.tv/dashboard/episode/3967245

MAGIENTERTAIN: MOBILE ENTERTAINMENT INTERACTION BASED ON MAGNETIC FIELD – Hamed Ketabdar, Kamer Ali Yuksel and Mehran Roshandel

http://blip.tv/dashboard/episode/3967225

ECO-DRIVER: USING AUTOMOTIVE SENSOR DATA TO CONTROL MOBILE DRIVING GAMES – Pascal Bihler,Dominik Blumenau,Sven Bendel and Stefan Pilger

http://blip.tv/dashboard/episode/3967225

EXPERIENCES FROM THE DEVELOPMENT OF THE PERVASIVE GAME CITYZOMBIE – Meng Zhu, Alf Inge Wang and Øyvind Rolland

http://blip.tv/dashboard/episode/3967266

Wednesday 28th, July 2010

10:00-11:00 Session KL1 – Keynote Presentation

SPACE, GAME, CAMERA. THE PERSPECTIVE INTERFACE, THE VIRTUAL CAMERA, AND THE SIMULATION OF ‘I’
Mike Jones, Lecturer Screen Studies – Australian Film, TV and Radio
School Lecturer – University of NSW, Australia

http://blip.tv/dashboard/episode/3967284

11:30-12:40 Tools and technologies // User / player centered design

ON-DEMAND CREATION OF PROCEDURAL CITIES
M. Banf, M. Barth, H. Schulze, J. Koch, A. Pritzkau, M. Schmidt, A.
Daraban, S. Meister, R. Sandhöfer, V. Sotke, C. Rezk-Salama, A.
Kolb

http://blip.tv/dashboard/episode/3967297

INFLUENCE OF COMMUNICATION ON THE GAMEPLAY EXPERIENCE IN MMORPGS – Petter Christie, Fitri N. Rahayu and Andrew Perkis

http://blip.tv/dashboard/episode/3967306

Paris Game AI Conference 2010

Game AI Conference 2010

 

 

 

 

 

 

 

 

El pasado 23 y 24 de Junio de 2010 tuvo lugar la Paris Game AI Conference, el mayor evento sobre Inteligencia Artificial y videojuegos del mundo, reuniendo a mas de 300 programadores, desarrolladores,  diseñadores y productores de videojuegos.

El programa (detallado abajo) contó con la asistencia de eminencias del sector tales como Noah Falstein, Bruce Blumberg, Paulo Maninetti o Ken Perlin.

June 23rd 2010

9:30 -This year in Game AI

Take a journey through the past 12 months in the games industry, and find out where artificial intelligence in becoming a key technology for modern games.

Phil Carlisle (Indie developer at MindFlock Ltd. and veteran programmer on the WORMS franchise) and Alex Champandard.

10:00 – Tales from the Design Trenches

Listen to veteran developers share war stories, their experiences of how design has changed over the years, and horror stories of working with programers.

Stephane Bura (Designer and writer consultant, previously Creative Director at IOTacle Belgium), Noah Falstein (Freelance designer and producer at The Inspirancy, and LucasArts veteran), and Jurie Horneman (Creative Director at mi’pu’mi, formerly designer/producer at Rocktar and Kalisto).

11:15 – Intimate Conversations with Interactive Animated Characters

Find out about the secret recipe that makes the wide variety of animals in WORLD OF ZOO so compelling to watch and interact with.

Bruce Blumberg (Lead Character Engineer at Blue Fang, Associate Professor at MIT)

12:15 – Middleware Megamix

Stay on top of the most recent developements from the leading artificial intelligence companies, and find out what’s coming down the line.

Autodesk, Havok, MASA Group, PathEngine and Spir.Ops.

14:30 – Navigation Loop:Avoid Turning in Circles with Local Navigation

How do you handle obstacle avoidance locally for single characters, as well as local multi-agent coordination? Find out what works and what works and what doesn’t…

Mikko Mononen (Designer/Programmer specializing in AI, previously Lead AI on CRYSIS at Crytek).

15:15 – Crowds and Pedestrians without Bumper Car Syndrome

Creating believable groups and crowds is both an art and science bridging the gap of character animation, pathfinding and behavior. Listen totips and tricks to help bring you up-to speed with recent games and its technology.

Mikko Mononen, Ken Perlin and Jean-Charles Perrier (Lead Programmer at Quantic Dream, developer on HEAVY RAIN and INDIGO PROPHECY).

16:30 Inside Your Player’s Mind

Do you know what your players think about your AI? Hear about an experiment to figure out exactly how people perceive in-game behaviors

Baylor Wetzel (Developer at Shikigami Games, researcher at the University of Minnesota).

17:00 Psychology Profiling in SILENT HILL: SHATTERED MEMORIES

Player modeling is becoming increasingly popular these days. Find out how games can serve different content based monitoring gameplay.

Gwaredd Mountain (Technical Director at Climax Studios, who also worked on the OVERLORD sequels)

17:40 Metrics, Experience Management and AI Directors

As games become more dynamic, keeping statistics about players is increasingly important. Find out how both offline and online games can benefit.

Jurie Horneman, Stephane Bura, and Gwaredd Mountain.


June 24th 2010

9:00 -Physics-based Racing AI in SUPERBIKE 2010 and SUPERSTARS V8

Finding a balance between physics simulation and AI control is alwais difficult. Learn how it’s done in realistic racing games with racing cars and bikes alike.

Paulo Maninetti (Senior Programer at Milestone, previously Game Programer at Ubisoft).

10:45 -The Evolution of BATTLEFIELD: BAD COMPANI’s AI

Discover wath choices helped DICE improve the AI/gameplay from good to great in their most recent franchise.

Mikael Hedberg (Software Engineer at DICE (Electronic Arts), working on the BATTLEFIELD franchise).

11:45- Building Virtual Toys that Don’t Break

Sandbox-style games and non-linear gameplay are becoming increasingly common. But making AI for such games in much harder. What’s the secret?

Bruce Blumberg and Ulf Johansen (Developer at IO Inreractive in Denmark, who worked on HITMAN: BLOOD MONEY).

14:00 – AI Sandbox Multi-threading

Concurrency. Parrallelism. Multi-thhreading. Regardless of what you call it in practice it’s a pain to deal with! You are not alone…

Alex Champandard (Contractor on KILLZONE 2, previously Senior AI Programer at Rockstar, now Technical Director at AiGameDev.com)

14:45 – EVE Online Characters

Social Interactions in games remains a vastly under-explored area. Fid out how the space stations of CCP’s next expansion are going to be populated.

Claudio Pedica (Researcher at Reykjavík University, currently collaborating with CCP Games).

16: 00 – Modern Procedural Animation

As the cost of hand animation and motion capture increase, more developers are turning to procedural techniques to augment their animation systems.

Ken Perlin (Professor at New York University, Chief Tecnology Advisor at ActorMachine).

17:00 – Take Away and Looking Forward

Higlights from the most interesting topics during the conference and an open discusion about what to look out for over the coming months!

Phil Carlisle, Mikko Mononen and William van der Sterren (Consultant at CGF/AI and contractor on SHELLSHOCK:NAM ’67 and KILLZONE I).

Desafortunadamente la organización del congreso nos permitió grabar las conferencias, ya que quieren tener la exclusiva de la documentación del evento en el area PREMIUM (es decir, de pago), de la pagina web oficial del congreso, donde se pueden consultar también los videos de años anteriores.

Computational Creativity Group (CCG)

 

En el Computational Creativity Group (CCG) of the Department of Computing, Imperial College London, UK.tienen lugar una vez por semana los Computational Bioinformatics Group Seminars. Los dos ultimos que se impartieron estaban directamente relacionados con vidoejuegos.

El 2 de Junio Eurídice Cabañes, presento su proyecto:

Synesthetic computational creativity: A Philosophical Research

We consider that synesthesia can be a good model for computational creativity, first, because if creativity consists of establishing new relationships between old ideas or works, by using synesthesia we can extend these possible relationships. This allows them to be established in different perceptual and conceptual worlds, and thus are not completely random because they follow a pattern and can be modalized. Secondly, if we understand that part of the social validation of an artistic work is related to the feelings that this work produces in the viewer, using synesthesia we can find the relationships between colours, notes, rhythm, forms, etc. and feelings, and for this reason, generate computational creativity systems able to generate specific feelings.
We propose generate a synesthetic creativity program using computer games to harness the synesthetic and aesthetic human potential to make the machine training process a task easier and – why not – more fun.

Y el 9 de Junio, Daniel Ramirez presento:

Player Classification Using a Meta-Clustering Approach

Player classification has recently become a key aspect of game design in areas such as adaptive game systems, player behaviour prediction, player tutoring and non-player character design. Past research has focused on the design of hierarchical, preference-based and probabilistic models aimed at modelling players’ behaviour. We propose a meta-classification approach that breaks the clustering of gameplay mixed data into three levels of analysis. The first level uses dimensionality reduction and partitional clustering of aggregate game data in an action/skill-based classification. The second level applies similarity-based clustering of action sequences to group players according to their preferences. For this we propose a new approach which uses Rubner’s Earth Mover’s Distance (EMD) as a similarity metric to compare histograms of players’ game world explorations. The third level applies a combination of social network analysis metrics, such as shortest path length, to social data to find clusters in the players’ social network. We test our approach in a gameplay dataset from a freely available first-person social hunting game.

Una conferencia basada en el paper escrito por Daniel Ramirez-Cano, Simon Colton y Robin Baumgarten que fue presentado por este ultimo en la CGAT Conference 2010, April 6–7, 2010, Singapore.

La version en pdf
Y el audio.

Audios de la GAME 2010

El pasado 26 de Mayo de 2010 se celebró la GAME2010, un evento que se lleva a cabo en el Huxley Building del Imperial College of London y en el que este año tuvieron cabida los representantes de la Academia y de la Industria para hablar, sobretodo, de Inteligencia Artificial.

Las conferencias fueron las siguientes:

10:00     Shooting The Barman de Gwaredd Mountain (mp3)
Gwaredd Mountain ha trabajado en el  Climax Group desarrollando juegos como Viva Piñata y las series Overlord.

11:00    Large-Scale AI In A Console Game de Andy Bray (mp3)
Andy Bray de Creative Assembly nos habló de la IA en juegos como Empire: Total War (2009) o Viking: Battle for Asgard (2008).

11:35    Live Tracking and Reconstruction From Video de Andy Davison (mp3)
Andrew Davison es Reader en Robot Vision en el Imperial College y nos habló de los logros llevados a cabo con SLAM. Realmente impresionante ver las reconstrucciones en 3D de las «visiones» de sus cámaras-robot y las aplicaciones en juegos de Realidad Aumentada.

12:10      Technical challenges in social gaming de Martin Frost (mp3)
Martin Frost es Jefe de Arquitectura de PlayFish, la compañía que compró EA justo después de despedir a una gran plantilla de Online… no digo más…

14:00    The Increasing Challenges Of Cross-Platform Game Development de Richard Bates (mp3)
Richard Bates ha trabajado para SONY por muchos años, es fundador del equipo que creó la franquicia multi-millonaria SingStar

14:35    Rules of Mechanical Virtual Reality and Therapeutic Games for Neurorehabilitation de Etienne Burdet (mp3)
Dr. Etienne Burdet es Reader in Human Robotics en el Imperial College y nos habló de los resultados tan positivos del tratamiento de enfermedades reuronales con robots y juegos.

15:10    Optimising for Today’s Mobile Graphics Acceleration de Gordon MacLachlan (mp3)
Gordon MacLachlan de Imagination Technologies habló sobre la optimización de recursos a la hora de trabajar con juegos para plataformas móviles.

16:15    Thank You, Pacman, But Our Android Is In Another Silo! de Robin Baumgarten (mp3)
Robin Baumgarten en un PhD student del Imperial College y su divertidísima conferencia trató sobre las Inteligencias Artificiales programadas para Super Mario Bros (gracias a la cual ganó un premio internacional) y otra en colaboración con Introversion Software para DEFCON. También nos mostró su adictivo y exitoso juego para ANDROID 2 Player Reactor.

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10:00Shooting The Barman
Gwaredd Mountain
Climax Group
10:35Coffee break
11:00Large-Scale AI In A Console Game
Andy Bray
The Creative Assembly
11:35Live Tracking and Reconstruction From Video
Andy Davison
Imperial College, London
12:10Title TBA
Martin Frost
Playfish
12:45Lunch
14:00The Increasing Challenges Of Cross-Platform Game Development
Richard Bates
Sony Computer Entertainment Europe
14:35Rules of Mechanical Virtual Reality and Therapeutic Games for Neurorehabilitation
Etienne Burdet
Imperial College, London
15:10Optimising for Today’s Mobile Graphics Acceleration
Gordon MacLachlan
Imagination Technologies
15:45Coffee break
16:15Thank You, Pacman, But Our Android Is In Another Silo!
Robin Baumgarten
Imperial College, London