GAMEON'2008, November 17-19, 2008, UPV, Valencia, Spain, Preliminary Programme

Preliminary Programme

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 Mª Carmen 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 GAMING

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