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IEEE Conference on Computational Intelligence in Games

NYU Brooklyn 22 to 25 August 2017

Conference archive

CIG2017

Conference Details / Competitions

Competitions at CIG 2017

Twelve contests turned the conference into a working benchmark. Agents planned, learned, generated, collaborated, and competed across very different games.

Competitions
12
Competition talks
16
GVGAI tracks
3
Data tracks
2

The contests

12 competitions in view

01General AI

General Video Game AI Competition

Jialin Liu, Diego Perez Liebana, Simon M. Lucas, Ahmed Khalifa, and Julian Togelius

One controller, many games it has never seen. The 2017 edition added a learning track and a rule generation track alongside level generation.

LearningLevelsRules
02Strategy

StarCraft AI Competition

Kyung Joong Kim and Seonghun Yoon

Bots managed economies, armies, and incomplete information in a real time strategy classic. The contest pushed on uncertainty, speed, and unit control.

Real timeResource management
03Generation

Angry Birds Level Generation Competition

Jochen Renz, Julian Togelius, Lucas Ferreira, Matthew Stephenson, and XiaoYu Ge

Generators produced new levels judged for human fun and for difficulty. The contest ran jointly with IJCAI 2017, with remote entry allowed.

Procedural levelsHuman review
04Cooperation

Geometry Friends Cooperative Game AI Competition

Rui Prada, Francisco S. Melo, and João Dias

Two agents, two shapes, and one physics puzzle. The test was collaboration under motion constraints, with a single AI track for teams that wanted the planning problem without the coordination layer.

CooperationMotion planning
05Strategy

microRTS AI Competition

Santiago Ontañón

A small scale strategy game built for planning research. Agents could use a forward model, which made search and plan evaluation practical without a large engineering team.

PlanningForward model
06Language

Text Based Adventure AI Competition

Tim Atkinson, Hendrik Baier, Tara Copplestone, Sam Devlin, and Jerry Swan

Language, exploration, and partial knowledge. Agents worked through a graded set of adventure games, with credit for both the score and the amount of domain knowledge they avoided.

Natural languageExploration
07Real time

Fighting Game AI Competition

Ruck Thawonmas

FightingICE provided the arena. Standard and speedrunning leagues tested robustness across three character types, with a scoring system borrowed from Formula 1.

Real timeRobustness
08Learning

Visual Doom AI Competition 2017

Wojciech Jaśkowski, Michał Kempka, and Marek Wydmuch

Agents played from pixels in a multiplayer deathmatch. ViZDoom exposed the screen buffer as the controller's only view, inviting deep reinforcement learning approaches.

PixelsDeathmatch
09Partial observability

Pac Man Ghost Team Competition

Piers R. Williams, Diego Perez Liebana, and Simon M. Lucas

A contest about what an agent cannot see. Entrants controlled either the chased character or the chasing team, with separate tracks for each side.

Partial observabilityAdversarial play
10Strategy

Showdown AI Competition

Scott Lee and Julian Togelius

Team building and move selection in a Pokémon style battle system. The game offered hidden information, random outcomes, and a large space of possible teams.

Hidden informationTeam design
11Cooperation

Dota2 Bot Competition

Tobias Mahlmann

Five heroes, one team, and no backchannel chat. Bots had to coordinate through the game's limited signals while a custom mod let external processes control each hero.

Team playLimited communication
12Data

Game Data Mining Competition

Boram Kim, Du Mim Yoon, Eun Jo Lee, JiHoon Jeon, Kyung Joong Kim, Sang Kwang Lee, and Sung Il Yang

Prediction from commercial game logs, including churn and engagement after a payment model change. Entrants worked with data recorded by NCSOFT, a major South Korean game company.

ChurnSurvival analysis

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Status of the contests

The 2017 entry forms and rule sets are closed. This page records the contests and the questions they posed, not the current state of each competition.