EvoGAMES is coming… Check out the CFP

The deadline for submitting your paper to EvoGAMES (and the rest of Evo*) is now set (1 November).

EvoGAMES is a track of the European Conference on the Applications of Evolutionary Computation focused on the applications of bio-inspired algorithms in games.

The areas of interest for the track include, among others:
Computational Intelligence in video games
  – Intelligent avatars and new forms of player interaction
  – Player experience measurement and optimization
  – Procedural content generation
  – Human-like artificial adversaries and emotion modelling
  – Authentic movement, believable multi-agent control
  – Experimental methods for gameplay evaluation
  – Evolutionary testing and debugging of games
  – Adaptive and interactive narrative and cinematography
  – Games related to social, economic, and financial simulations
  – Adaptive educational, serious and/or social games
  – General game intelligence (e.g. general purpose drop-n-play Non-Player Characters, NPCs)
  – Monte-Carlo tree search (MCTS)
  – Affective computing in Games

Important dates are:
– Submission of papers: 1 November 2015
– Notification: 4 January 2015
– Camera-ready: 18 January 2015
– Evo* dates: 30 March – 1 April 2016

This year, the page limit has been increased up to 16 pages, so you could write more and more scientific content. :D

As usual, the accepted submissions will be included in the proceedings of Evo*, published in a volume of the Springer Lecture Notes in Computer Science.

For more info about the conference and the track you can visit the Main site of Evo* 2016.

See you in Porto!

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CoSECiVi 2015 ya está en marcha

La segunda edición del Congreso de la Sociedad Española para las Ciencias del Videojuego ya está en marcha.

La web del mismo es: http://gaia.fdi.ucm.es/sites/cosecivi15/

Al igual que el año anterior, este congreso pretende ser un foro científico para el intercambio de ideas y resultados sobre el diseño, la ingeniería y la teoría de la tecnología aplicada al entretenimiento en España. Por tanto, en él se abordarán temas de inteligencia artificial, informática gráfica, e ingeniería del software entre otros, así como su aplicación en cuestiones de diseño y en otras ramas como la enseñanza, la medicina, la comunicación o el arte, por ejemplo.

Al igual que en la edición anterior , se ha llegado a un acuerdo con la organización del GameLab 2015 para que el congreso se celebre en su mismo entorno (habrá inscripción conjunta), y se está trabajando para que el CoSECiVi se integre totalmente dentro del GameLab, siendo una parte parte de las actividades del mismo y celebrándose en su misma sede. Esto dará un gran impulso al congreso y lo acercará aún más a la industria del videojuego en nuestro país. :D

Al igual que el año pasado habrá cuatro posibles categorías para los artículos a enviar, que podrán escribirse en español o en inglés:

  1. Trabajos Regulares: Trabajos que muestren resultados de investigación. Éstos pueden tener una extensión máxima de 12 páginas en formato LNCS.
  2. Trabajos Emergentes: Nuevas ideas de investigación que pueden ser enriquecidas a través de la discusión con la comunidad SECiVi. Estos trabajos deberán tener una extensión máxima de 10 páginas en formato LNCS.
  3. Demostración de herramientas: Esta opción está orientada a la presentación de herramientas que soporten de forma práctica las propuestas teóricas. Las propuestas de demostraciones de herramientas podrán tener una extensión máxima de 6 páginas en formato LNCS.
  4. Divulgación de Trabajos Relevantes ya Publicados: Este apartado busca dar a conocer trabajos de investigación con altos índices de calidad y de especial relevancia para la comunidad SECiVi. Estas propuestas, en su versión definitiva (la que se publicará en la actas del congreso), podrán tener una extensión máxima de 6 páginas en formato LNCS, resumiendo el contenido del trabajo que pretende darse a conocer.

Como colofón, se hará una selección de los mejores trabajos (escritos en inglés) para su posible publicación en un número especial de la revista Entertainment Computing de Elsevier

¡Esperamos vuestros trabajos! ;D

EVOGames CFP 11/Nov

Aside

EVOGames es una sesión dedicada a la investigación dentro del campo de los videojuegos, que se incluye dentro del congreso EVO* 2014, que se celebrará en Granada del 23 al 25 de Abril del próximo año.

El Call for Papers ha sido retrasado hasta el 11 de Noviembre, fecha definitiva para el envío de artículos.

———————————–

EVOGames is a Special Session devoted to research works in videgames scope. It is included inside EVO* 2014, to be held in Granada (Spain) next month of April.

The CFP has been delayed to the 11th of November.

Last call to submit your contribution to Natural Computing: SI on Distributed Evolutionary Computation in Informal Environments.

The deadline for submission has changed to 5 March 2012.

Papers should be submitted through the Natural Computing system by selecting this special issue (SI: Informal Environments) as “Article Type”.

Call for papers


Informal computing includes ways of creating computing systems which are not fixed or bound to an organization, such as:

  • Parasitic or stealth computing: using computing resources without explicit authorization from the user, for instance by visiting a web page.
  • Volunteer computing: the user submits resources to a pool explicitly, by running a program o visiting a web site.
  • Freeriding computing: using computing resources which are free or available, to a certain extent, in the network; for instance, using Google Apps or resources such as Wolfram-Alpha. Similar to parasitic computing, except that the provider of those resources knows, but does not care (up to a certain extent).
  • Ubiquitous computing: using computing power available in user devices such as mobile phones or other appliances.

Using these (and similar) kinds of computing presents its own challenges, since neither the topology nor the availability of a particular node is known; computing nodes will have different performances and capabilities (and the connection to them will too) so that evolutionary computing paradigms will have to be adapted to them to take full-advantage of the system without losing the essence of evolutionary algorithm.

Topics of interest include but are not limited to:

  • Complex systems issues in parasitic/volunteer computing
  • Emerging computing environments, free or low-price: cloud computing, NoSQL, REST and other web services
  • Performance evaluation and measuring  (speed ups, scalability, work load…).
  • Adaptation of algorithms to dynamic, ad-hoc environments
  • Evolutionary computation and other bioinspired algorithms in P2P, Map/Reduce and other dynamic environments.
  • Bioinspired algorithms applied to those types of environments.
  • Implementation issues
  • Open source implementations

Both theoretical and applied works related to the topics are sought, as well as those that present a framework that is based on an informal computing environment.

Editors

JJ Merelo, University of Granada
Maribel García Arenas, University of Granada
Juan Luis Jiménez Laredo, University of Luxemburg
Francisco Fernández de Vega, University of Extremadura
David Corne, Heriot-Watt University

Call for papers: Special issue of JSSC on Complex Systems and Sports

Call for papers:
Special Issue on Complex Systems and Sports
Journal of Systems Science and Complexity

AIMS and SCOPE

Complex networks are networks with non-trivial topological features (scale-free degree distribution, high clustering coefficient or small-world properties). They sit at the edge of chaos between regular lattices and fully random networks, and can capture many natural and social phenomena, e.g., gene interactions or social relationships. In particular, team sports have a strong network component, since they are essentially a network developed along time and space, with nodes being players and links being passes and other interactions. The network paradigm allows for a strong quantitative description of a whole match, while at the same time offers some insight on how performance is achieved. This could result, eventually, in a prediction of game outcome according to network characteristics. Complex networks, and thus emergent behavior, appear also in other aspects: transfers, and even sports support and interaction among them.

Complex networks are an example of complex systems, a paradigm that has been applied in the past to sports and which is the focus of this special issue. There are many aspects in the dynamics of sports (related to scoring or performance) that can be analyzed from this general perspective in order to
model the game, find hidden patterns and phase transitions, etc. From an even more general viewpoint, the analysis can be extended beyond the actual game dynamics and tackle other sport-related issues: transfer networks, sport fans networks and their dynamics, etc. Submissions dealing with the use of complex systems in this context are welcome.

Related topics thus include (but are not limited to):

  • Complex networks in team-sport games
  • Networks of teams
  • Transfer networks
  • Relationship between economics and complex networks in sports
  • Sports fans networks and their dynamics
  • Complex systems analysis and simulation of robotics sports
  • In general, anything that bridges the gap between complex systems and sports
  • Agent-based models of sport games
  • Complex systems and sports physiology

Both theoretical and applied works related to the topics of the special issue are sought. The target audience of the special issue is composed of computer, social and sports scientists, interested in unravelling the dynamics and emergent patterns of games in team sports.

ABOUT JSSC

The Journal of Systems Science and Complexity is a quarterly journal indexed in the Science Citation Index (impact factor = 0.564 in 2010).

Further information at the journal’s web site

IMPORTANT DATES

Submission of papers: January 20th, 2012
Notification of acceptance: March 31st, 2012
Final versions due: April 30th, 2012

SUBMISSION INSTRUCTIONS

The manuscript should be written in English with an informative abstract of no more than 200 words and 5 key words maximum. The manuscript should be concise and grammatically correct. It should be typed double-spaced and include an abbreviated title with no more than 40 English characters for the running head. Authors are requested to type all letters and mathematical symbols clearly. References should be cited in the text with numerals in square brackets, e.g. [3]. All references should appear and be numbered in a separate bibliography at the end of the paper. Papers should be typeset in LaTeX (or AMSTeX, TeX).

Please, submit a PDF version of the paper through this web form

If you have any question, please address it to sports.jssc (at) gmail (dot) com

EDITORS

——-

J.J. Merelo ,
Universidad de Granada, Spain

A.M. Mora ,
Universidad de Granada, Spain

C. Cotta ,
Universidad de Malaga, Spain.

Call for papers: Natural Computation Special Issue on Distributed Evolutionary Computation in Informal Environments

Introduction

Informal computing includes ways of creating computing systems which are not fixed or bound to an organization, such as:

  • Parasitic or stealth computing: using computing resources without explicit authorization from the user, for instance by visiting a web page.
  • Volunteer computing: the user submits resources to a pool explicitly, by running a program o visiting a web site.
  • Freeriding computing: using computing resources which are free or available, to a certain extent, in the network; for instance, using Google Apps or resources such as Wolfram-Alpha. Similar to parasitic computing, except that the provider of those resources knows, but does not care (up to a certain extent).
  • Ubiquitous computing: using computing power available in user devices such as mobile phones or other appliances.

Using these (and similar) kinds of computing presents its own challenges, since neither the topology nor the availability of a particular node is known; computing nodes will have different performances and capabilities (and the connection to them will too) so that evolutionary computing paradigms will have to be adapted to them to take full advantage of the system without losing the essence of evolutionary algorithm.
Thus, the main topics of the workshop are (but will not be limited to):

  • Performance prediction and analysis
  • New computing paradigms
  • Practical applications
  • Implementations

Call for papers

The papers should be related to evolutionary computation and other bioinspired metaheuristics such as ant colony optimization algorithms and particle swarm systems.

  • Complex systems issues in parasitic/volunteer computing
  • Emerging computing environments, free or low-price: cloud computing, NoSQL, REST and other web services
  • Performance evaluation and measuring  (speed ups, scalability, work load…).
  • Adaptation of algorithms to dynamic, ad-hoc environments
  • Evolutionary computation and other bioinspired algorithms in P2P, Map/Reduce and other dynamic environments.
  • Bioinspired algorithms applied to those types of environments.
  • Implementation issues
  • Open source implementations

Both theoretical and applied works related to the topics of the workshop are sought, as well as those that present a framework that is based on an informal computing environment.

Deadline

UpdateDeadline for submission is February 15th. Papers will be submitted through the Natural Computing system, by selecting this special issue (SI: Informal Environments) as “Article Type”. Authors from the IWDECIE workshop are specially invited, and their reviews will be taken into consideration.

Editors

JJ Merelo, University of Granada
Maribel García Arenas, University of Granada
Juan Luis Jiménez Laredo, University of Luxemburg
Francisco Fernández de la Vega, University of Extremadura
David Corne, Heriot-Watt University