GAMEON' 2008
Session Timing
Monday November 17
08.30-17.00 Registration
09.00-09.15 Welcome
09.15-10.00 Keynote Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Session
15.00-15.30 Coffee Break
15.30-17.00 Session
17.00-17.30 European Projects
17.30-18.30 Get-together-party
Tuesday November 18
08.30-17.00 Registration
09.00-10.00 Session
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Tutorial
15.00-15.30 Coffee Break
15.30-16.30 Session
16.30-18.00 Company Visit
20.00-23.00 Conference Dinner
Wednesday November 19
08.30-09.30 Registration
09.00-10.00 Session
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-12.45 Closing Session and Best Paper Award
INVITED SPEECH
INV_01
Procedural modelling - Towards infinite game worlds
Rafael Bidarra, Delft University of Technology, Delft The Netherlands
GAME METHODOLOGY
METH_03 Model Driven Game Development: 2D Platform Game Prototyping Emanuel Montero Reyno and José Á.Carsí Cubil, Universidad Politécnica de Valencia, Valencia, España
METH_05 HACCS: A Hierarchical Approach to Continuum Crowd Simulation Christopher Mitchell Deeb and Xin Li, Digipen Institute of Technology, Redmond, Washington, U.S.A.
GAME GRAPHICS
GRAPH_01
Use of LoD Techniques in Luminance Changes on Video Games
Iñigo Barona, Ramón Mollá, Francisco López and MªCarmen Juan, Technical University of
Valencia, Valencia, Spain
GRAPH_02
IntelligentBox as Development System for SaaS Applications Including
Web-based 3D Games
Yoshihiro Okada, Kyushu University, Nishi-ku, Fukuoka, Japan
GRAPH_03
Transformation and Interpolation with VQM Structure
Xin Li, Cody Luitjens and Michael Beach, Digipen Institute of Technology,
Redmond, WA, U.S.A.
ARTIFICIAL INTELLIGENCE
AI BEHAVIOUR
AI_02
Automatable Evaluation Method Oriented toward Behaviour Believability for
Video Games
Fabien Tence and Cedric Buche, Universite Europeenne de Bretagne – ENIB,
Plouzane and Virtualys, Brest, France
AI_10
Evolving believable behaviours for first person shooter games
Dave Saunders and Colm O’Riordan, National University of Ireland, Galway,
Ireland
GAME AI ANALYSIS
AI_05
Analysing the Fitness Landscape of an Abstract, Real-Time Strategy Game
David Keaveney and Colm O’Riordan, National University of Ireland, Galway,
Ireland
AI_08
MASTERGOAL: An Interesting Testbed for AI Techniques
Alberto Samaniego Alejandro Alliana, Universidad Católica: Nuestra
Señora de la Asunción and Benjamín Barán, Universidad Nacional de
Asunción, Asunción, Paraguay
AI_09
An Analysis of Fitness Landscape in the Evolution Social Structures for
Computer Games
Alan Cunningham and Colm O'Riordan, National University of Ireland, Galway,
Ireland
AI PROGRAMMING
AI_06
Rapid Adaptation of Video Game AI
Sander Bakkes, Pieter Spronck and Jaap van den Herik, Tilburg University,
Tilburg, The Netherlands
AI_11 A Method for Rewriting Semi-Automatically an Action selection System Samuel Manier, Université Pierre et Marie Curie – Paris 6, and Olivier Sigaud, Cyanide Studio, Nanterre, France
NEURAL NETWORKS AND AGENT BASED SIMULATION
AI_13 Da Vinci Code Game An Neural Network approach to an imperfect information game Jeroen Boogaard and Leon Rothkrantz, Delft University of Technology, Delft, The Netherlands
AI_14 Extending Game Technologies with Virtual Reality and Multi-Agent Systems A. Barella and C. Carrascosa and V. Botti, Universidad Politécnica de Valencia, Valencia
SER_04
Agent Based Serious Gaming; Simulating the Perception Bias on Innovation
Diffusion
Marco Remondino, Marco Pironti, Roberto Schiesari, University of Turin,
Italy
BOARD AND CARD GAMES SIMULATIONS
METH_04
Mshindi – an Awalé winner
Vincent de Boer and Leon Rothkrantz, Delft University of Technology, Delft,
The Netherlands
AI_03
Bluffing in Multiplayer Card Games
Evan Hurwitz and Tshilidzi Marwala, Univ.of Witwatersrand, Johannesburg,
South-Africa
SERIOUS GAMES
SER_02
MyHeart
Juan Albero Sanchis, Universitat Politecnica de Valencia, València, Spain
PSY_02 Exploring The Ludic Dimension in a Snoezelen Multi-Sensory Simulation Environment Nuno Castelhano and Licínio Roque, University of Coimbra, Coimbra, Portugal
TEAM BUILDING
AI_12
Emerging Team Collaboration by Social Reinforcement
J. Fabregat-Pinilla and C. Carrascosa, Universidad Politecnica de Valencia,
Valencia, Spain
AI_01
Generating Emergent Team Strategies in Football Simulation Videogames via
Genetic Algorithms
Antonio J. Fernández, Carlos Cotta and Rafael Campaña Ceballos, University of
Málaga, Málaga, Spain
EDUCATION AND SOCIAL NETWORKS
EDU_01
XIMPEL Interactive Video {between narrative(s) and game play)
Anton Eliens, Hugo Huurdeman, Marek van de Watering, Winoe Bhikharie, VU
University Amsterdam, The Netherlands
EDU_02
Online Gaming Communities: A Practical Shortlist
Marek R. van de Watering, Winoe Bhikharie, Hugo C. Huurdeman, Anton Eli ns,
VU University, Amsterdam, The Netherlands
AI_07
MMOG based on MAS: A Game-Independent Ontology
G. Aranda and C.Carrascosa and V.Botti, Universidad Politecnica de Valencia,
Valencia, Spain
EDU_03
Edutainment games include as activities in the Summer School of the
Technical University of Valencia
M.
Carmen Juan, David Furió, Miguelón Giménez, Ramón Mollá, M. José
Vicent, Roberto Vivó, Universidad Politécnica, Valencia, Spain
SER_03
Humming in Facebook: An overview of Social Network platform architectures
Ken Newman, NHTV, Breda, The Netherlands
RESEARCH PRESENTATION
Title to be announced later Kristel Balcaen and Kevin Hoefman, HOWEST, Kortrijk, Belgium