ACG 2021 conference report

C. Browne, Akihiro Kishimoto, J. Schaeffer
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Abstract

The 17 th Advances in Computer Games conference (ACG 2021) was held online in 2021 for the first time in its 47 year history, due to the COVID pandemic and resulting travel restrictions. The conference took place during 23–25 November 2021. The Advances in Computer Games conference series is a major international forum for researchers and developers interested in all aspects of artificial intelligence and computer game playing. Earlier conferences took place in London (1975), Edinburgh (1978), London (1981, 1984), Noordwijker-hout (1987), London (1990), Maastricht (1993, 1996), Paderborn (1999), Graz (2003), Taipei (2005), Pamplona (2009), Tilburg (2011), Leiden (2015, 2017) and Macao (2019). For the past 20 years, the conference has been held every second year, alternating with the Computer and Games conference. A total of 34 papers were submitted to this conference. One was later withdrawn and the remaining 33 papers were each reviewed by three reviewers. A total of 22 papers were accepted for presentation at the conference. All accepted papers will appear in the conference proceedings, to be published by Springer in their Lecture Notes in Computer Science (LNCS) series. The online nature of this year’s conference offered some benefits in that conference registration could be made free for the first time, resulting in a record participation for this event with 399 registered participants. The attendance figures for the sessions peaked at around 100 viewees at any given time. Another benefit is that all talks were recorded and are available online. We would like to thank Dr Nicolás Arnáez from the University of Alberta’s AI4Society initiative for setting up the conference’s Zoom stream – which ran without incident throughout – and for preparing the presentation videos. running the conference online to devise a schedule
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ACG 2021会议报告
由于新冠肺炎疫情和旅行限制,第17届电脑游戏大会(ACG 2021)于2021年在其47年的历史中首次在线举行。会议于2021年11月23日至25日举行。计算机游戏的进展会议系列是一个主要的国际论坛,为研究人员和开发人员感兴趣的人工智能和电脑游戏的各个方面。之前的会议分别在伦敦(1975年)、爱丁堡(1978年)、伦敦(1981年、1984年)、诺德威克-豪特(1987年)、伦敦(1990年)、马斯特里赫特(1993年、1996年)、帕德博恩(1999年)、格拉茨(2003年)、台北(2005年)、潘普洛纳(2009年)、蒂尔堡(2011年)、莱顿(2015年、2017年)和澳门(2019年)举行。在过去的20年里,该会议每两年举行一次,与计算机和游戏会议交替举行。本次会议共收到34篇论文。其中一篇论文后来被撤回,其余33篇论文分别由三名审稿人审阅。会议共接受了22篇论文。所有被接受的论文将出现在会议论文集中,并将由b施普林格在他们的计算机科学讲座笔记(LNCS)系列中发表。今年会议的在线性质提供了一些好处,因为会议注册可以首次免费,因此本次会议的注册参与者达到了创纪录的399人。在任何给定时间,该会议的出席人数都达到了100人左右的峰值。另一个好处是,所有的演讲都被录了下来,可以在线观看。我们要感谢来自阿尔伯塔大学AI4Society倡议的Nicolás Arnáez博士,他建立了会议的Zoom流-全程没有发生事故-并准备了演示视频。在网上安排会议,制定日程安排
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