Accepted Workshops

Important dates

  • Check web sites of individual workshops for deadlines
  • Finalized papers due to AAAI Press: August 19, 2014 

For additional information, please contact the workshops chair Mei Si (s i m @ r p i . e d u) or the organizers of the workshops.

3rd Workshop on Games and NLP (GAMNLP-14)

Natural language processing (NLP) investigates computational aspects of natural language, languages that humans use to communicate and understand. While the field of NLP ranges from theoretical studies (e.g., parsing algorithms, computational models of dialogue) to practical applications (e.g., information retrieval, conversational agents, machine translation), this workshop will focus on NLP in games. In particular, the workshop aims at exploring the overlap between the two fields and promoting interaction and collaboration among researchers and practitioners of the fields for mutual benefit. For example, games could benefit from NLP's sophisticated human language technologies in designing natural and engaging dialogues to bring novel game experiences, or in processing texts to conduct formal game studies. Conversely, NLP could benefit from games in obtaining language resources (e.g., construction of a thesaurus through a crowdsourcing game), or in learning the linguistic characteristics of game users as compared to those of other domains.

  • Noriko Tomuro (DePaul University, USA;
  • Kristy Boyer (North Carolina State University, USA;
  • Yun-Gyung Cheong (IT University of Copenhagen, Denmark;


Experimental AI in Games Workshop

The Experimental AI in Games (EXAG) workshop aims to foster and celebrate innovative applications of AI to all aspects of games and game development. EXAG solicits submissions of position papers arguing for new roles of AI in games, prototypes or works-in-progress of experimental applications of AI in games and game creation, and descriptions of new kinds of games and interactive experiences using AI.


  • Alex Zook (Entertainment Intelligence Lab, Georgia Institute of Technology;
  • Mike Cook (Computational Creativity Group, Goldsmiths, University of London;


3rd International Workshop on Musical Metacreation

Thanks to continued progress in artistic and scientific research, a new possibility has emerged in our musical relationship with technology: Generative Music or Musical Metacreation, the design and use of computer music systems which are "creative on their own". Metacreation involves using tools and techniques from artificial intelligence, artificial life, and machine learning, themselves often inspired by cognitive and life sciences. Musical Metacreation suggests exciting new opportunities to enter creative music making: discovery and exploration of novel musical styles and content, collaboration between human performers and creative software "partners", and design of systems in gaming and entertainment that dynamically generate or modify music.

MUME brings together artists, practitioners and researchers interested in developing systems that autonomously (or interactively) recognize, learn, represent, compose, complete, accompany, or interpret music. As such, we welcome contributions to the theory or practice of generative music systems and their applications in new media, digital art, and entertainment at large. Join us at MUME2014 and take part in the exciting spirit of this growing community!

  • Philippe Pasquier (School of Interactive Arts and Technology (SIAT), Simon Fraser University, Canada;
  • Arne Eigenfeldt (School for the Contemporary Arts, Simon Fraser University, Canada;,)
  • Oliver Bown (Design Lab, Faculty of Architecture, Design and Planning, The University of Sydney, Australia;
  • Nicolas Gonzalez Thomas (School of Interactive Arts and Technology (SIAT), Simon Fraser University, Canada)


The 1st (AIIDE-14) Workshop on Research in Cognitive-based Approaches to Intelligent Interactive Digital Entertainment 

Adhering to the idea that the fundamental criterion for the design of interactive experiences rests in the mind of the human consumer, this workshop aims to advance research in cognitive-focused artificial intelligence in the context of interactive digital entertainment. The workshop focuses on the study of intelligent interactive entertainment from the lens of cognition. It will bring together scholars from diverse disciplines to discuss how cognition can be used as a framework for informing the design of artifacts intended to elicit specific cognitive, affective, and physiological responses.

  • Rogelio E. Cardona-Rivera (North Carolina State University, USA;
  • R. Michael Young (North Carolina State University, USA;


Artificial Intelligence in Adversarial Real-Time Games

With the advent of the BWAPI StarCraft programming interface, interest in RTS game AI has increased considerably. At the 2011 AIIDE conference, several papers on the subject were presented --- ranging from build-order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes were awarded, and two exhibition match replays were shown. For some conference attendees, this was a bit too much StarCraft content. For others, it wasn't enough because little was said about the inner workings of the strongest competition entries.

The goal of this workshop is to again bring together AI researchers and game AI programmers from industry, who are interested in adversarial real-time game AI, to present and exchange ideas on the subject, and to discuss how academia and game companies can work together to improve the state-of-the-art in AI for real-time games.

  • Michael Buro (University of Alberta;
  • Santiago Ontan.on (Drexel University;


The First Diversity in Games Research Workshop

Over the past ten years, the area of computer games has expanded to be a significant area of computer science research, with a number of strong annual conferences, IEEE Transactions-level journals and a growing number of tenured faculty across the US. Students at the undergraduate level are drawn in large numbers to pursue computer science degrees with concentrations or focus on game creation methods and federal funders like the DOD and NSF are supporting exciting new computational developments relating to games. Nevertheless, the number of faculty from under-represented groups in this area is significantly low. We announce The First Diversity in Games Research Workshop to encourage undergraduate and graduate students from under-represented groups to engage in graduate training in games research and to better prepare them for entry into an academic research career in this field.

This workshop is receiving financial support from the Computing Research Association's Committee on the Status of Women in Computing Research (CRAW) and the Coalition to Diversify Computing (CDC), a joint organization of the ACM, CRA, and IEEE CS, as part of their program supporting discipline-specific mentoring workshops.

  • Tiffany Barnes ((North Carolina State University, USA; 
  • Hector Munoz-Avila (Lehigh University, USA; (
  • R. Michael Young (North Carolina State University, USA;