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<pre> Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. This symposium, sponsored by the IEEE Computational Intelligence Society with technical co-sponsorship from the IEEE Consumer Electronics Society, aims to bring together leading researchers and practitioners from both academia and industry to discuss recent advances and explore future directions in this field. * Learning in games * Coevolution in games * Neural-based approaches for games * Fuzzy-based approaches for games * Opponent modelling in games * Theoretical or empirical analysis of computational intelligence techniques for games * Comparative studies (e.g. evolved players versus human-designed players or other learning algorithms) * Multi-agent and multi-strategy learning * Applications of game theory * Board and card games * Economic or mathematical games * Imperfect information and non-deterministic games * Evasion (predator/prey) games * Console and video games * Realistic games for simulation or training purposes * Player satisfaction in games * Games for mobile or digital platforms * Games involving control of physical objects * Games involving physical simulation Special session, tutorial, and competition proposals: 11 June 2008 Paper submission: 15 July 2008 Decision notification: 15 September 2008 Camera-ready submission: 15 October 2008 Symposium start: 15 December 2008 </pre>This CfP was obtained from [http://www.wikicfp.com/cfp/servlet/event.showcfp?eventid=2962&copyownerid=2 WikiCFP]
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