Competitions

IEEE Computational Intelligence Society Webinar Competition 2018 
 
  

Call for Submissions: Emerging Topics and Applications of Computational Intelligence 

Topics Include: Deep Learning, computational neuroscience, Brain Computer Interface, ambient intelligence, CI approaches to natural language, artificial life, cultural learning, computational intelligence for the IoT, Smart-X technologies, legal, ethical and social impacts of CI, Internet of Things, Big Data and Big Knowledge

 

Prizes 1st prize  -  $500 USD, 2nd prize -  $300 USD, 3rd prize  -  $200 USD

 

Important Dates:

 

Opening Date: 1st  July 2018   DEADLINE EXTENDED to: 1st  December  2018

 

Winners announced on 30th January 2019

 

You will be required to submit a Webinar Title, Abstract, a URL to  webinar (maximum 30 minutes).  The webinar can be submitted as an URL to *any* repository e.g. (YouTube, Youku, BiliBili, Dropbox, Github, Google Drive, etc...).

Competition Submission via  https://easychair.org/conferences/?conf=ieeeciswebinars2018 


CIG 2018 Competitions

The following competitions are being held at CIG 2018:


Computational Intelligence in Games – Short Video Competition

Organizers:

  • Simon Lucas (Queen Mary University of London, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.)
  • Alexander Dockhorn (University of Magdeburg, Germany; (This email address is being protected from spambots. You need JavaScript enabled to view it.)
  • and Jialin Liu (Southern University of Science and Technology, China; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Summary: The first IEEE CIS Short Video competition took place as one of the competitions for IEEE CIG 2018 in Maastricht on August 15th. The aim is to run these short video competitions in conjunction with all IEEE CIS sponsored conferences, as a way to provide source of interesting videos showcasing CI.

The videos were presented in a plenary session, with the audience voting to deciding the ranking. Congratulations to the winner, runners up and indeed all the entrants for their excellent videos.

Results:

The results were:

  • (1st place) Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network, Vanessa Volz, https://youtu.be/NObqDuPuk7Q
  • (2nd place) Automated Curriculum Learning by Rewarding Temporally Rare Events, Niels Justesen and Sebastian Risi,https://youtu.be/H6K0bOCCnQ8
  • (3rd place) General Win Prediction: CIG 2018 Short Video Competition, Raluca Gaina and Diego Perez-Liebana, https://youtu.be/zq9zaEjspUY

Other entries (no particular order)


Hearthstone AI

Organizers:

  • Alexander Dockhorn (University of Magdeburg, Germany; (This email address is being protected from spambots. You need JavaScript enabled to view it.)
  • and Sanaz Mostaghim (University of Magdeburg, Germany; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: The collectible online card game Hearthstone features a rich testbed and poses unique demands for generating artificial intelligence agents. The game is a turn-based card game between two opponents, using constructed decks of thirty cards along with a selected hero with a unique power. Players use their limited mana crystals to cast spells or summon minions to attack their opponent, with the goal to reduce the opponent’s health to zero. The competition aims to promote the stepwise development of fully autonomous AI agents in the context of Hearthstone. During the game, both players need to play the best combination of hand cards, while facing a large amount of uncertainty. The upcoming card draw, the opponent’s hand cards, as well as some hidden effects played by the opponent can influence the player’s next move and its succeeding rounds. Predicting the opponent’s deck from previously seen cards, and estimating the chances of getting cards of the own deck can help in finding the best cards to be played. Card playing order, their effects, as well as attack targets have a large influence on the player’s chances of winning the game. Despite using premade decks players face the opportunity of creating a deck of 30 cards from the over 1000 available in the current game. Most of them providing unique effects and card synergies that can help in developing combos. Generating a strong deck is a step in consistently winning against a diverse set of opponents. Tracks: The competition will encourage submissions to the following two separate tracks, which will be available in the first year of this competition: Premade Deck Playing”-track: the participants will receive a list of decks and play out all combinations against each other. Determining and using the characteristics of player’s and the opponent’s deck to the player’s advantage will help in winning the game. User Created Deck Playing-track: invites all participants in creating their own decks or choosing from the vast amount of decks available online. Finding a deck that can consistently beat a vast amount of other decks will play a key role in this competition track. Additionally, it gives the participants the chance in optimizing the agents’ strategy to the characteristics of their chosen deck.

Competition Webpage: http://www.is.ovgu.de/Research/HearthstoneAI.html
Competition Entry Deadline: July15th 2018 23:59 UTC-12


The Ms. Pac-Man Vs Ghost Team Competition

Organizers:

  • Piers Williams (University of Essex, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Simon M Lucas (Queen Mary University of London, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.)
  • and Diego Perez-Liebana (Queen Mary University of London, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: The aim of this competition is to investigate co-operation in a fairly complex environment. This competition is a revival of the previous Ms Pac-Man versus Ghost Team competition that ran for many successful years. The previous two competition tracks are being altered into two different tracks. The first track in the new competition will ask competitors to submit controllers for Ms Pac-Man operating under a Partial Observability constraint. The second track will ask competitors to submit 4 controllers to control a ghost each under Partial Observability constraints. The game will enable controlled communication to allow co-operation without dictatorship control. Adding Partial Observability to the game forces the ghosts to co-operate and communicate in order to reach their full potential against Ms Pac-Man.

Tracks: Two tracks are available:
1-track: Ms. Pac-Man Track
2-track: Ghost Team Track
Competition Webpage: http://www.pacmanvghosts.co.uk


Fighting Game AI Competition

Organizers:

  • Ruck Thawonmas (Ritsumeikan University, Japan; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: What are promising techniques to develop fighting-game AIs whose performances are robust against a variety of settings? As the platform, Java-based FightingICE is used that also supports Python programming and development of visual-based AIs. Two leagues (Standard and Speedrunning) are associated to each of the three character types: Zen, Garnet, and Lud (data unknown in advance). Standard League considers the winner of a round as the one with the HP above zero at the time its opponent (another entry AI)’s HP has reached zero. In Speedrunning League, the league winner of a given character type is the AI with the shortest average time to beat our sample MCTS AI. The competition winner is decided based on the 2015 Formula-1 scoring system.

Competition Webpage: http://www.ice.ci.ritsumei.ac.jp/~ftgaic/


microRTS Competition

Organizers:
  • Santiago Ontañon (Drexel University, US; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: The microRTS competition has been created to motivate research in the basic research questions underlying the development of AI for RTS games, while minimizing the amount of engineering required to participate. Also, a key difference with respect to the StarCraft competition is that the AIs have access to a “forward model” (i.e., a simulator), with which they can simulate the effect of actions or plans, thus allowing for planning and game-tree search techniques to be developed easily.

Competition Webpage: https://sites.google.com/site/micrortsaicompetition/home
Videos:

    • microRTS setup:

    • Creating a bot:


Hanabi Competition

Organizers:

  • Joseph Walton-Rivers (University of Essex, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: Write an agent capable of playing the cooperative partially observable card game Hanabi. Agents are written in Java and submitted via our online submission system. In Hanabi, agents cannot see their own cards but can see the other agent’s cards. On their turn, agents can either choose to play a card from their hard, discard a card from their hand or spend an information token to tell another player about a feature (rank or suit) of the cards they have. The players must try to play cards for each suit in rank order. If the group makes 3 errors when executing play actions the game is over. Agents will be paired with either copies of their own agent or a set of unknown agents. The winner is the agent that achieves the highest score over a set of unknown deck orderings.

Tracks: Two tracks:
Mixed-track: Agents will play with a set of unknown agents.
Mirror-track: Agents will play with copies of the submitted agent.
Competition Webpage: hanabi.aiclash.com
Submission Server: https://comp.fossgalaxy.com/competitions/t/11


StarCraft AI Competition

Organizers:

  • Kyung-Joong Kim (Sejong University, Republic of Korea; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Seonghun Yoon (Sejong University, Republic of Korea; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: IEEE CIG StarCraft competitions have seen quite some progress in the development and evolution of new StarCraft bots. For the evolution of the bots, participants used various approaches for making AI bots and it has fertilized game AI and methods such as HMM, Bayesian model, CBR, Potential fields, and reinforcement learning. However, it is still quite challenging to develop AI for the game because it should handle a number of units and buildings while considering resource management and high-level tactics. The purpose of this competition is developing RTS game AI and solving challenging issues on RTS game AI such as uncertainty, real-time process, managing units. Participants are submitting the bots using BWAPI to play 1v1 StarCraft matches.

Competition Webpage: http://cilab.sejong.ac.kr/sc_competition2018


The General Video Game AI Competition – Learning Track

Organizers:

  • Jialin Liu (This email address is being protected from spambots. You need JavaScript enabled to view it.), Southern University of Science and Technology, China; Queen Mary University of London, UK
  • Ruben Rodriguez Torrado (This email address is being protected from spambots. You need JavaScript enabled to view it.), New York University, US
  • Philip Bontrager (This email address is being protected from spambots. You need JavaScript enabled to view it.), New York University, US
  • Julian Togelius (This email address is being protected from spambots. You need JavaScript enabled to view it.), New York University, US
  • Diego Perez-Liebana (This email address is being protected from spambots. You need JavaScript enabled to view it.), Queen Mary University of London, UK; and
  • Simon M. Lucas (This email address is being protected from spambots. You need JavaScript enabled to view it.), Queen Mary University of London, UK

Description: The GVG-AI Competition explores the problem of creating controllers for general video game playing. How would you create a single agent that is able to play any game it is given? Could you program an agent that is able to play a wide variety of games, without knowing which games are to be played and without a forward model? Participants are also encouraged to submit papers about this competition to the main conference.

Competition Webpage: www.gvgai.net


3rd Angry Birds Level Generation Competition

Organizers:

  • Matthew Stephenson (Australian National University; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Jochen Renz (Australian National University, This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Lucas Ferreira (UC Santa Cruz, This email address is being protected from spambots. You need JavaScript enabled to view it.)
  • and Julian Togelius (New York University, US; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: This year we will run our third Angry Birds Level Generation Competition. The goal of this competition is to build computer programs that can automatically create fun and challenging Angry Birds levels. The difficulty of this competition compared to similar competitions is that the generated levels must be stable under gravity, robust in the sense that a single action should not destroy large parts of the generated structure, and most importantly, the levels should be fun to play and challenging, that is, difficult but solvable. Participants will be able to ensure solvability and difficulty of their levels by using open source Angry Birds AI agents that were developed for the Angry Birds AI competition. This competition will evaluate each level generator based on the overall fun or enjoyment factor of the levels it creates. Aside from the main prize for “most enjoyable levels”, two additional prizes for “most creative levels” and “most challenging levels” will also be awarded. This evaluation will be done by an impartial panel of judges. restrictions will be placed on what objects can be used in the generated levels (in order to prevent pre-generation of levels). We will generate 100 levels for each submitted generator and randomly select a fraction of those for the competition. There will be a penalty if levels are too similar. Each entrant will be evaluated for all prizes. More details on the competition rules and can be found on the competition website aibirds.org. The competition will be based on the physics game implementation “Science Birds” by Lucas Ferreira using Unity3D.

Competition Webpage: https://aibirds.org (last year: https://aibirds.org/other-events/level-generation-competition.html)


The Text-Based Adventure AI Competition

Organizers:

  • Timothy Atkinson (University of York, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Hendrik Baier (University of York, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Jerry Swan (University of York, UK; This email address is being protected from spambots. You need JavaScript enabled to view it.)

Description: Before the widespread availability of graphics displays, text-based games such as Colossal Cave Adventure and Zork were popular in the adventure and role-playing gaming community. Due to the richness of natural language text, such games with text-only interfaces offer a useful testbed for AI research. Building a fully autonomous agent for an arbitrary text adventure game is AI complete. However, we test on a variety of different games with graded numerical scores, allowing competitors to gradually increase the sophistication of their approach to handle increasingly complex challenges. We believe that our competition can foster research into fields such as natural language processing and automatic model acquisition, as well as shed light on the relative merits of model-based and model-free approaches Entrants will submit agents to play games for the classic text adventuring engine, the Z-Machine. The competition will be scored according to two independent criteria:

C1: Score on an unseen game instance (objective, built-in to the instance)
C2: Freedom from a priori bias (subjective decision by the judges)
C1 is the dominant criterion, with C2 deciding in the event of a tie. C2 is intended to favour agents that have no (or less) knowledge of the problem domain built in.

Competition Webpage:http://atkrye.github.io/IEEE-CIG-Text-Adventurer-Competition/


Visual Doom AI Competition

Organizers:

  • Marek Wydmuch (Poznan Univ. of Technology, Poland; This email address is being protected from spambots. You need JavaScript enabled to view it.),
  • Michał Kempka (Poznan Univ. of Technology, Poland; This email address is being protected from spambots. You need JavaScript enabled to view it.), and
  • Wojciech Jaśkowski (NNAISENSE, Switzerland)
  • Sharada P. Mohanty (École polytechnique fédérale de Lausanne, Switzerland)

Description: The participants of the Visual Doom AI competition are supposed to prepare a controller that plays Doom from pixels. Our ViZDoom framework gives a real-time access to the screen buffer as the only information the agent can base its decision on. The winner of the competition will be determined by a multiplayer deathmatch tournament. Although the participants are allowed to use any technique to develop a controller, the design and efficiency of ViZDoom allows and encourages to use machine learning methods such as reinforcement deep learning.

Tracks:

Competition Webpage: http://vizdoom.cs.put.edu.pl/


WCCI 2019 Competetions

16:30

Title: Evolutionary Computation in Uncertain Environments: A Smart Grid Application (Joao Soares will Attend)

Joao Soares This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Fernando Lezama, João Soares, Zita Vale, and Jose Rueda

Website: http://www.gecad.isep.ipp.pt/WCCI2018-SG-COMPETITION/

16:45

Title: Large Scale Global Optimization (Daniel Molina will Attend)

Daniel Molina Cabrera This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Daniel Molina and Antonio La Torre

Website: http://www.tflsgo.org/special_sessions/cec2018.html#benchmark-competition

17:00

No. 3

Title: ChaLearn Looking at People – Inpainting Challenge WCCI 2018 proposal (Stephane Ayache will attend)

Stephane Ayache This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Stephane Ayache, Sergio Escalera, Florin Popescu, Isabelle Guyon, Umut Guclu, Yagmur Gucluturk, Marti Soler, Meysam Madadi, Xavier Baro, and Hugo Jair Escalante

Website: http://chalearnlap.cvc.uab.es/challenge/26/description

17:15

Title: One-Minute Gradual-Emotion Behavior Challenge (Pablo Barros will Attend)

Contact: Pablo Barros This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Pablo Barros, Egor Lakomkin, Henrique Siqueira, Alexander Sutherland, and Stefan Wermter

Website: https://www2.informatik.uni-hamburg.de/wtm/OMG-EmotionChallenge/

17:30

Title: TrackML Particle Tracking Challenge Proposal (Cecile Germain will attend)

Organizers: David Rousseau, Sabrina Amrouche, Paolo Calafiura, Steven Farrell, Cecile Germain, Vladimir Vava Gligorov, Tobias Golling, Heather Gray, Isabelle Guyon, Mikhail Hushchyn, Vincenzo Innocente, Moritz Kiehn, Andreas Salzburger, Andrey Ustyuzhanin, Jean-Roch Vlimant, and Yetkin Yilmaz

Website: https://sites.google.com/site/trackmlparticle/

Contact: Cecile Germain <This email address is being protected from spambots. You need JavaScript enabled to view it.> and David Rousseau This email address is being protected from spambots. You need JavaScript enabled to view it.

17:45

Title: The General Video Game AI Competition: Single-player planning track

(Jialin Liu will present). Jialin Liu This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Diego Perez Liebana, Simon Lucas, Jialin Liu, and Julian Togelius

Website: http://www.gvgai.net/

18:00

Title: Many-Objective Optimization (Representative Dr. Ye Tian will Attend)

Organizers: Ran Cheng, Miqing Li, Ye Tian, Xiaoshu Xiang, Xingyi Zhang, Shengxiang Yang, Yaochu Jin, and Xin Yao

Website: https://www.cs.bham.ac.uk/~chengr/CEC_Comp_on_MaOO/2018/webpage.html

18:15

Title: Evolutionary Multi-task Optimization (note only 10 mins)

Presenter: Chuan-Kang Ting This email address is being protected from spambots. You need JavaScript enabled to view it.

Organizers: Kai Qin, Liang Feng, Yuan Yuan, Yew-Soon Ong, Xu Chi, and Abhishek Gupta

Website: http://memecs.org/mcw/MTO_Competition_CEC_WCCI_2018.html

Contact: Kai Qin This email address is being protected from spambots. You need JavaScript enabled to view it.

18:25:

Title: Special Session & Competitions on Real-Parameter Single Objective Optimization

Presenter TBA (note: only 5 mins)

Organizers: P N Suganthan, Mostafa Z Ali, Guohua Wu, Rammohan Mallipeddi

Website: http://www.ntu.edu.sg/home/epnsugan/index_files/CEC2018/CEC2018.htm

Contact: P N Suganthan This email address is being protected from spambots. You need JavaScript enabled to view it.

18:30 (5 mins)

Concluding remarks and other competitions (Simon Lucas)