Computational Intelligence - May 2013 - 14

ability to use eye direction information
as well as head direction. In this paper,
we offer an alternative explanation based
on a single learning mechanism. From a
starting state with no knowledge of the

implications of another organism's gaze
direction, our model learns to follow
gaze by being placed in a simulated environment where an adult caregiver looks
around at objects. Our infant model

matches the development of gaze following in human infants as measured in
key experiments that we replicate and
analyze in detail."

CALL FOR PAPERS
General Game Systems
IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)
Special issue: General Game Systems
Special issue editors: Cameron Browne, Nathan Sturtevant and Julian Togelius
General game playing (GGP) involves the development of AI agents for playing a range of games well, rather than specialising in any one particular game. Such systems have potential benefits for AI research, where the creation of general intelligence remains one of the open grand challenges.
GGP was first proposed in the 1960s and became a reality in the 1990s with the Metagame system for general Chess-like
games. The specification of the game description language (GDL) and annual AAAI GGP competitions followed in the first
decade of this century, providing a platform for serious academic study into this topic. The recent advent of Monte Carlo
tree search (MCTS) methods has allowed the development of truly competitive GGP agents, and there is exciting new
research into applying GGP principles to general video games.
The field of general games research is now becoming fully rounded, with the development of complete general game
systems (GGS) for playing, analysing and/or designing new games. These include not only GGP, but also any system that
attempts to model a range of games; the definition is itself kept deliberately broad. The key feature of such systems is their
generality, but the issue of representation remains an obstacle to true universality while they rely on formal descriptions
of target domains.
The purpose of this special issue is to draw together the various research topics related to AI and CI in general games, to
give an indication of where the field currently stands and where it is likely to head. It will explore questions such as: How
good and how general are existing systems, and how good and how general can they become? What have we learnt about AI and CI
from studying general games? How do we apply existing GGP expertise to general video games? We invite high quality work on
any aspect of general games research in any genre of game-digital or physical-including play, analysis and design. Topics
include but are not limited to:
❑
❑
❑
❑
❑
❑
❑
❑

General game playing
General game description and representation
General game design and optimisation
Generalised Monte Carlo tree search (MCTS) approaches
Real-time, nondeterministic and imperfect information extensions to GGP
General video game playing
Framing issues and constraints on generality
Bridging the gap between academic and commercial applications

Authors should follow normal T-CIAIG guidelines for their submissions, but identify their papers for this special issue
during the submission process. Submissions should be 8 to 12 pages long, but may exceed these limits in special cases.
Short papers of 4 to 6 pages are also invited. See http://www.ieee-cis.org/pubs/tciaig/ for author information.
Deadline for submissions: May 3, 2013
Notification of Acceptance: July 5, 2013
Final copy due: October 4, 2013
Publication: December 6, 2013
Digital Object Identifier 10.1109/MCI.2013.2247901

14

IEEE ComputatIonal IntEllIgEnCE magazInE | may 2013


http://www.ieee-cis.org/pubs/tciaig/

Table of Contents for the Digital Edition of Computational Intelligence - May 2013

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