General Information

Artificial Intelligence (AI) researchers have for decades worked on building game-playing agents capable of matching wits with the strongest humans in the world, resulting in several success stories for board games like chess and checkers and computer games such as StarCraft, Pac-Man and Unreal Tournament. The success of such systems has been partly due to years of relentless knowledge-engineering effort on behalf of the program developers, manually adding application-dependent knowledge to their game-playing agents. The various algorithmic enhancements used are often highly tailored towards the game at hand.

Research into general game playing (GGP) aims at taking this approach to the next level: to build intelligent software agents that can, given the rules of any game, automatically learn a strategy for playing that game at an expert level without any human intervention. In contrast to software systems designed to play one specific game, systems capable of playing arbitrary unseen games cannot be provided with game-specific domain knowledge a priori. Instead, they must be endowed with high-level abilities to learn strategies and perform abstract reasoning. Successful realization of such programs poses many interesting research challenges for a wide variety of artificial-intelligence sub-areas including (but not limited to):

  • applications
  • computational creativity
  • computational game theory
  • evaluation and analysis
  • game design
  • imperfect-information games
  • knowledge representation
  • machine learning
  • multi-agent systems
  • opponent modeling
  • planning
  • reasoning
  • search

The aim of this workshop is to bring together researchers from the above sub-fields of AI to discuss how best to address the challenges of and further advance the state-of-the-art of general game-playing systems and generic artificial intelligence. Work which is appropriate for the workshop requires, but not is not limited to, work related to the General Game Playing Competition and the General Video Game Playing Competition.

The workshop is one-day long and will be held onsite at IJCAI on July 27th.

Information for Authors

The workshop papers should be submitted online (see workshop webpage). Submitted papers must adhere to the IJCAI paper formatting instructions and not exceed 8 pages (including references). The papers must present original work that has not been published elsewhere. However, submissions of papers that are under review elsewhere are allowed. All papers will be peer reviewed and non-archival working notes produced containing the papers presented at the workshop.

Important dates:

  • Paper submission: April 27th, 2015
  • Acceptance notification: May 29th, 2015
  • Camera-ready papers due: June 5th, 2015
  • Workshop date: July 27th, 2015

If you are interesting in attending the conference without submitting a paper please send a short statement of interest to either one of the co-chairs listed below no later than May 29th.

Workshop Organizers

  • Stephan Schiffel, Reykjavik University (co-chair)
  • Michael Thielscher, University of New South Wales (co-chair)
  • Julian Togelius, New York University (co-chair)
Program Committee:
  • Yngvi Björnsson, Reykjavik University
  • Tristan Cazenave, University of Paris-Dauphine
  • Michael Genesereth, Stanford University
  • Lukasz Kaiser, University of Paris-Diderot
  • Simon Lucas, University of Essex
  • Jacek Mandziuk, Warsaw University of Technology
  • Diego Perez, University of Essex
  • Ji Ruan, Auckland University of Technology
  • Abdallah Saffidine, University of New South Wales
  • Spyridon Samothrakis, University of Essex
  • Sam Schreiber, Google Inc.
  • Tom Schaul, Google Deep Mind
  • Nathan Sturtevant, University of Denver
  • Mark Winands, Maastricht University


8:45 Opening remarks (Michael Thielscher, Stephan Schiffel and Julian Togelius)
First Session: General Game Playing in the GGP Competition Framework
9:00 Michal Trutman and Stephan Schiffel. Creating Action Heuristics for General Game Playing Agents
9:30 Haifeng Zhang, Dangyi Liu and Wenxin Li. Space-Consistent Game Equivalence Detection in General Game Playing
10:00 Aline Hufschmitt, Jean-Noël Vittaut and Jean Méhat. MCTS Playouts Parallelization with a MPPA Architecture
10:30 Coffee Break
Second Session: New Languages and General Approaches
11:00 Jakub Kowalski and Andrzej Kisielewicz. Game Description Language for Real-time Games
11:30 Alexander Braylan and Risto Miikkulainen. A Neural Network Approach to Model Learning for Stochastic Discrete Environments
12:00 Peter Gregory, Yngvi Björnsson and Stephan Schiffel. The GRL System: Learning Board Game Rules With Piece-Move Interactions
12:30 Community updates: upcoming competitions, conferences, calls for papers etc.
12:45 Lunch Break
Third Session: General Video Game Playing
14:00 Frederik Frydenberg, Kasper Andersen, Sebastian Risi and Julian Togelius. Investigating MCTS Modifications in General Video Game Playing
14:30 Alex Braylan, Mark Hollenbeck, Elliot Meyerson and Risto Miikkulainen. On the Cross-Domain Reusability of Neural Modules for General Video Game Playing
15:00 Tomas Geffner and Hector Geffner. Width-based Planning for General Video-Game Playing
15:30 Coffee Break
16:00 Michael Schofield, Tristan Cazenave, Abdallah Saffidine, Michael Thielscher. Discounting and Pruning for Nested Playouts in General Game Playing
16:30 Summary
16:45 Plenary discussion: What's next for general game playing?
17:30 Workshop ends


See below for the schedule with links to the individual papers or click to download the full proceedings.


Click here to submit.


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