Call: IEEE Computational Intelligence and Games Conference 2016

IEEE Computational Intelligence and Games Conference 2016
20-23 September, 2016, Santorini Island, Greece


Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation; both of which can be experienced via a highly immersive, complex and rich interaction. Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games. The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.

The annual IEEE Conference on Computational Intelligence and Games (IEEE CIG) is one of the premier international conferences in the field of computational intelligence and games.


The topics of interest include, but are not limited to:

  • Learning in games
  • Neural-based approaches for games
  • Co-evolution in games
  • Fuzzy-based approaches for games
  • Tree search approaches for games
  • Player/Opponent modeling
  • CI/AI-based game design
  • CI/AI-assisted game design
  • CI for player affective modeling
  • Player experience
  • Procedural content generation
  • CI/AI for game generation
  • Intelligent interactive narrative
  • Character development and narrative
  • CI/AI for virtual cinematography
  • CI for non-player characters
  • Multi-agent and multi-strategy learning
  • Applications of game theory
  • General game playing
  • Theoretical or empirical analysis of CI techniques for games
  • Comparative studies and game-based benchmarking
  • Computational and artificial intelligence in (non-inclusive list):
    • Console and PC games
    • Board and card games
    • Economic or mathematical games
    • Serious games
    • Realistic games for simulation or training
    • Augmented and mixed-reality games
    • Games for mobile platforms
    • Imperfect information and non-deterministic games
    • Evolutionary games

In addition to regular oral and poster presentations, the conference will include a full program of special sessions, tutorials, and panel sessions together with keynote talks.


Proposals for tutorials should be submitted by March 1, 2016. The proposal should contain a one-page outline of the tutorial, the format of presentation, a short resume of the presenter(s), and any prerequisites for the intended audience. Tutorials are typically a two-hour session.


Proposals for special sessions should be submitted by March 1, 2016. Each proposal should give a half page description of the session topic, short biographical information about the organizers, names of potential contributors and estimated number of submissions. Papers submitted to special sessions will go through the normal reviewing process.


Panel proposals should be submitted by March 1, 2016 and should be in the form of a 2-page extended abstract describing the focus of the panel, providing a list of confirmed speakers, and indicating their areas of expertise relative to the topic. We encourage both debate-style panels that include representatives advocating several positions on a topic of disagreement, and emerging-area style panels that consolidate and explain recent work on a subject of interest to the CIG community.


Full papers:

Full papers should be submitted by April 15, 2016. Full papers have an 8 page limit, and should constitute a technical or empirical contribution to CI/AI in games and be accompanied by an appropriate evaluation of the work.

In addition to regular paper submissions the conference offers three alternative types of paper submission: competition, vision and demo papers.

Competition papers:

These are regular papers (up to 8 pages) that describe one or more entries to the competitions that are running at this year’s CIG. Competition papers need to include evaluation of the contribution, including (if possible) results on the same benchmark as that used by the competition, and comparison to other competition entries. Because the problem domain is well-known, these papers can be reviewed faster than regular papers. The same quality standards will apply to competition papers as to regular papers. Competition papers should be submitted by May 31, 2016.

Vision papers:

These are regular papers (up to 8 pages) describing a vision for the future of the field of computational intelligence and games or some part of it. These papers need to be based on existing literature, be well-written and well argued. In cases where a paper describes a particular technique or domain, the paper should include a survey of that field; all papers should include extensive bibliographies. Papers should not revolve around any particular set of experiments, and need not contain any new empirical results, but are encouraged to outline ambitious future work. The quality standards applied to vision papers are at least as high as for other conference papers. Vision papers should be submitted by May 31, 2016.


Demo submissions should be in the form of a 2-page extended abstract. The submission needs to accompany a demonstration of CI in games. The demo event of IEEE CIG 2016 will showcase the latest CI/AI tools, techniques, and systems created for games by academic or industrial research groups. Demos should be submitted by May 31, 2016.


All paper submissions should follow the recommended IEEE conference manuscript format:


March 1, 2016: Tutorials/Panels/Special Sessions proposals
March 15, 2016: Notification of Tutorials/Panels/Special Sessions acceptance
April 15, 2016: Paper submission
May 15, 2016: Notification of paper acceptance
May 31, 2016: Competition/Vision/Demo submission deadline
June 15, 2016: Camera-ready paper submission deadline
July 1, 2016: Early bird (and author) registration deadline
September 20, 2016: IEEE CIG conference kick-off


General Chair: Kostas Karpouzis (ICCS-NTUA – GR)

Program chairs: Georgios Yannakakis (University of Malta – MT), Gillian Smith (Northeastern University – USA)

Tutorial and Keynote chair: Julian Togelius (New York University – USA)

Finance chair: Mike Preuss (ERCIS, WWU Münster – DE)

Publicity Chairs: Phivos Mylonas (Ionian University – GR), Hector P. Martinez (University of Malta – MT, Massive Entertainment – SW)

Local chairs: Antonios Liapis (University of Malta – MT), Amaryllis Raouzaiou (ICCS-NTUA – GR)

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