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GAME-BENCHMARK FOR EVOLUTIONARY ALGORITHMS
JULY 15-19, 2018, KYOTO, JAPAN
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You submit your game-based optimisation problems, we compile them into
a publicly available benchmark and analyse it. We then discuss results
and future work in Kyoto.
Game-Benchmark? WHY?
Games are a very interesting topic that motivates a lot of research.
Key features of games are controllability, safety and repeatability, but also
the ability to simulate properties of real-world problems such as measurement
noise, uncertainty and the existence of multiple objectives. They have
therefore been repeatedly suggested as testbeds for AI algorithms. However,
until now, there has not been any concerted effort to implement such a
benchmark.
The proposed workshop is intended to fill this gap by
(1) motivating and coordinating the development of game-based problems for
EAs and
(2) encouraging a discussion about what type of problems and function
properties are of interest.
As a result of the workshop, we aim to obtain a first game-based testsuite for the
COCO (COmparing Continuous Optimisers) platform.
If you have been working on a game-related problem that could potentially be
solved with evolutionary algorithms, submit it to our workshop. We have listed
a few suitable problem types on our website, but the more diverse problems
we have, the better will the resulting benchmark be. Plus, you'll receive solutions
to your problem from state-of-the-art optimisation algorithms.
OK... HOW?
Instead of a call for papers, we have a call for participation regarding
game-based benchmarking functions. You as a participant are asked to
provide a problem which we will then use to produce benchmarking results.
To this end, we provide clear instructions and examples. You may also
provide an extended abstract of 2-4 pages that describes the problem you
implemented to be published in the GECCO Companion for future reference.
Submission formats
You can provide in any of the three following formats, depending on what suits
you best and how much information you can make available to us.
* Server: Host your problem on your own server and make its responses
accessible via our interface.
* Code: Give us access to your problem by making an executable or the code
available to us.
* Data: We send you a set of samples in search space (50 per dimension) and
you send us your results. Based on the data, we approximate a surrogate
function to use in the benchmark.
Awesome! WHEN?
* Abstract submission: March 27th, 2018
* Abstract acceptance notification: April 10th, 2018
* Problem submission: June 30th, 2018
* Workshop: July 15th/16th, 2018
ADDITIONAL INFORMATION General information on GECCO workshops can be found at http://gecco-2018.sigevo.org/index.html/Workshops
For more details on our game benchmark workshop in particular as well as
up-to-date news, please visit our workshop website at
https://url.tu-dortmund.de/gamesbench
ORGANISERS
* Vanessa Volz (TU Dortmund University, Germany)
* Boris Naujoks (TH Köln - University of Applied Sciences, Germany)
* Tea Tušar (Jozef Stefan Institute, Slovenia)
* Pascal Kerschke (WWU Münster, Germany)
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