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