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X-WR-CALNAME;VALUE=TEXT:Eventi DIAG
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DTSTART:20131027T030000
TZOFFSETFROM:+0200
TZOFFSETTO:+0100
RDATE:20141026T030000
TZNAME:CET
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BEGIN:DAYLIGHT
DTSTART:20140330T020000
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UID:calendar.6829.field_data.0@www.open.diag.uniroma1.it
DTSTAMP:20260404T211106Z
CREATED:20140312T153452Z
DESCRIPTION:Is artificial Intelligence (AI) currently of any help for the d
 esign and development of games? Can game agents and non-player characters 
 get any smarter or are there better (and smarter) uses of AI within games?
  Can we instead use AI to automatically design new games? Or\, alternative
 ly\, use AI to understand how players feel\, think and react? What can we 
 learn after mining massive sets of player data about the games we design a
 nd how can this information help us design even better games? In this talk
 \, I address the above questions by presenting three key game AI areas tha
 t are currently reshaping research and development in the field. These gam
 e AI areas include the computational modeling of player experience\, the p
 rocedural generation of game content and the mining of big (player behavio
 ral) data. I will also discuss opportunities for studying games (their des
 ign and technology) at the Institute of Digital Games\, University of Malt
 a.Bio of speakerGeorgios N. Yannakakis is Associate Professor at the Insti
 tute of Digital Games\, University of Malta (UoM). He received the Ph.D. d
 egree in Informatics from the University of Edinburgh in 2005. Prior to jo
 ining the Institute of Digital Games\, UoM\, in 2012 he was an Associate P
 rofessor at the Center for Computer Games Research at the IT University of
  Copenhagen.He does research at the crossroads of AI (computational intell
 igence\, preference learning\, computational creativity)\, affective compu
 ting (emotion detection\, emotion annotation)\, advanced game technology (
 player experience modeling\, procedural content generation\, personalizati
 on) and human-computer interaction (multimodal interaction\, psychophysiol
 ogy\, user modeling). He pursues research concepts such as user experience
  modeling and procedural content generation for the design of personalized
  interactive systems for entertainment\, education\, training and health. 
 Georgios N. Yannakakis is one of the leading researchers within player aff
 ective modeling and adaptive content generation for games. He has pioneere
 d the use of preference learning algorithms to create statistical models o
 f player experience which drive the automatic generation of personalized g
 ame content. He has published over 150 journal and conference papers in th
 e aforementioned fields and his work has been cited broadly. His research 
 has been supported by numerous national and European grants.He is an Assoc
 iate Editor of the IEEE Transactions on Affective Computing and the IEEE T
 ransactions on Computational Intelligence and AI in Games. He has been the
  General Chair of key conferences in the area of game artificial intellige
 nce (IEEE CIG 2010) and games research (FDG 2013).
DTSTART;TZID=Europe/Paris:20140410T140000
DTEND;TZID=Europe/Paris:20140410T140000
LAST-MODIFIED:20140408T073200Z
LOCATION:DIAG Aula Magna
SUMMARY:Game AI is Dead - Long Live Game AI! - change of date! - Prof. Geor
 gios N. Yannakakis (University of Malta)
URL;TYPE=URI:http://www.open.diag.uniroma1.it/node/6829
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