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IEEE Conference on Computational Intelligence in Games

NYU Brooklyn 22 to 25 August 2017

Conference archive

CIG2017

Conference Details / Tutorials

Tutorials

Two working sessions for researchers who wanted to build, not just listen. One opened up a general game AI framework; the other followed a machine learning project from data to generated content.

Tutorials
2
Topics
General game AI and PCGML
Format
Talk plus guided project

Tutorial 01 / Framework

General Video Game AI as a design tool

Diego Perez Liebana, Jialin Liu, and Simon M. Lucas

The session introduced the General Video Game AI framework and the competition that grew around it. Agents in this setting must act without prior knowledge of the game, which makes planning, learning, and generality visible in the same problem.

The tutorial moved beyond the basic competition tracks to a newer feature: games described in VGDL could be parameterized, opening a space of variants around one set of rules. The presenters showed how an evolutionary method, the N tuple Bandit EA, could tune those parameters for balance or challenge.

Participants left with a concrete way to treat a game as a design space rather than a fixed test case.

Tutorial 02 / Generation

Procedural content generation with machine learning

Sam Snodgrass and Adam Summerville

This tutorial connected procedural content generation with machine learning. It began with the reasons designers generate content, then narrowed to methods that learn from existing game artifacts instead of relying on hand written rules.

The guided project used the Video Game Level Corpus, a collection of levels and maps from classic games. Participants worked through data representation, training, and sampling with multidimensional Markov chains and long short term memory networks. The session closed on evaluation and the open problems that come with small data sets.

No machine learning background was required, but the project portion asked for programming experience and a computer.

Who it was for

Researchers, students, and builders

The sessions assumed an interest in game AI rather than a finished project. The PCGML tutorial was designed so that a participant could join the conceptual half without prior machine learning experience.

What remains

Notes, not materials

The 2017 page linked to tutorial resources and references. This archive keeps the session record and a new summary; it does not reproduce the original slides, code, or handouts.

Read the related sessions

The tutorial themes connect directly to the procedural content sessions and the General Video Game AI competition.