Workshop on Agents in Computer Games

at The 3rd International Conference on Computers and Games (CG'02)
(co-located with AAAI and UAI 2002)

July 27, 2002, Edmonton, Canada

Schedule is now published


Current generations of computer and video games offer an incredibly attractive vehicle for agent and human-agent interaction research. Such games combine rich and complex environments with professionally developed, stable, physics-based simulation. They are real-time and very dynamic, encouraging quick and intelligent decisions. Computer games are also often multi-agent, making cooperation, teamwork, and opponent modeling key elements to success. In addition, the multi-billion-dollar game market has significantly increased commercial interests in cooperating with researchers and opening games, via programmable interfaces, to synthetic agents.

The aim of this workshop is to bring together agent and game researchers and practitioners to discuss the application of artificial agent research to modern computer and video games. We hope to provide a forum for research already applied to this domain, as well as exciting work in other relevant domains. In addition we hope to create a connection between AI researchers and game developers. The synergy of these two communities would offer great benefits for both. Researchers would get an inside view of the challenges and goals of current computer game AI. Game developers could see the current state of the art in artificial agent research in a form that is relevant to their future products.

Submissions are encouraged from agent and AI researchers. Agent research that has yet to be applied, but is relevant and promising, to computer games is also very much encouraged. Submissions along these lines should include thoughts on how their work might fit into a computer game agent, challenges it addresses, and the strengths and weaknesses of their work in the context of computer games. Topics within computer game agents include, but are not limited to,


Submitted technical papers should follow the Springer LNAI format, and are limited to 16 pages in length. Formatting instructions are available at

Game developers that are interested in presenting may instead submit a position abstract or a description of challenges facing commercial game AI design.

All submissions are due by April 15. They should be in postscript or PDF format and submitted electronically. The submission site is


Submission deadline: April 15, 2002
Notification to authors: May 31, 2002
Camera ready copy: June 21, 2002
CG'02 Early Registration: June 15, 2002


Michael Bowling(Carnegie Mellon University)
Gal Kaminka(Carnegie Mellon University)
Regis Vincent(SRI International)


Tristan Cazenave (Université de Paris 8)
Keith Decker (University of Delaware)
Ian Frank (ETL)
Frédérick Garcia (INRA)
Bryan Horling (University of Massachusetts)
Ian Horswill (Northwestern University)
Éric Jacopin (Université de Paris 6)
Peter Jarvis (SRI International)
John Laird (University of Michigan)
Mike Lewis (University of Pittsburgh)
Alex Nareyek (AI Center, Carnegie Mellon University)
Charlie Ortiz (SRI International)
Will Uther (Carnegie Mellon University)
Thomas Wagner (Honeywell)

AI and Games Workshop
Last modified: Fri Feb 15 12:24:40 PST 2002