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The program booklet and program schedule (PDF) is now available here:

Program Schedule

Time (JST)Event Details (November 2nd, 2021)
16:55 ~ 17:15 PM Welcoming Reception & Webex Login
17:15 ~ 17:30 PM Opening Remarks
Parallel Session 1
Simulation & Behavior
Parallel Session 2
Experience Design & Prediction
Parallel Session 3
Search & Design
Parallel Session 4
Analytic & Gamification
17:30 ~ 17:55 PM What Makes an Ideal Team? Analysis of Popular MOBA Games using Weighted Average Game-based Psychotherapy Intervention for Memory Disorder: Evolution of Neuro-therapy Game and Its Impacts Proposing a Testing Model for Generating Constraint Networks with Controlled Chromatic Number and Scalable Complexity Using Virtual Reality for Training Frontline Employees in Empathy: A Review and Research Agenda
17:55 ~ 18:20 PM Simplification of Team-Based Sports Games Analysis of Reminiscence Elements in Game-Based Intervention for Elderly Using EEG Data Proof by Exhaustion for Proving the Efficiency Improvement on the Performance of Backtracking Algorithm Using Contribution Number Entertainment Analysis of Single-Agent Game: Case Study in Match-3 Puzzle Game
18:20 ~ 18:45 PM Predicting Subscription Renewal using Binary Classification in World of Warcraft Prototypical: A Board Game Development Framework Player Satisfaction Model On Driving Type Analysis Analysis of the College Underachievers' Transformation via Gamified Learning Experience
18:45 ~ 19:10 PM Simulation of Adaptive Neural Fuzzy Inference System (ANFIS) for a Realistic Crowd Evacuation Modelling Based on Dynamic Emotion Force Automatic Creation of Behaviour Trees Fog of Search Motion-in-Mind Approach Level Generation in FlowFree
19:10 ~ 19:35 PM Simulation of Exit Selection Behavior in Asymmetrical Layout with Multiple Exits based on an Improved Dynamic Parameters Cellular Automaton Model Influence of `Jerk' on Gaming Engagement: A Case Study Using Card Games Neutralising Australia Map Steam Game Achievement Analysis
19:35 ~ 20:00 PM
(25 Minutes)
Short Break
20:00 ~ 20:45 PM Round Table Discussion
20:45 ~ 22:00 PM
(1 Hours and 15 Minutes)
Keynote Speaker
"Empathic Entertainment in Digital Game" by Youichiro Miyake
22:00 ~ 22:10 PM Closing Remarks

Keynote Speaker

Youichiro Miyake

Youichiro Miyake

Lead AI Researcher, SQUARE ENIX, Japan
Professor, University of Tokyo, Japan

Empathic Entertainment in Digital Game

A digital game give a unique experience to a user. AI system in Digital game consists of three kinds of AI such as Meta-AI, Character AI, and Spatial AI. Game experience is formed by them. Meta-AI keeps watching a status of game and controlling characters, objects, terrain, weather and so on dynamically to make many dramatic and empathic situations in a game for users. Character AI is a brain of an autonomous game character to make a decision by itself, but sometimes it acts to achieve a goal issued from Meta-AI. Spatial AI analyses a terrain and abstracts its features to communicate them to Meta-AI and Character-AI. They can make their intelligent decisions by using specific terrain and environment features. The AI system is called MCS-AI dynamic cooperative model (Meta-AI, Character AI, and Spatial AI dynamic cooperative model). In the lecture, I will explain the system by showing some cases of published digital games.


Youichiro Miyake, the lead AI researcher in SQUARE ENIX, has been developing games and researching game AI technologies in these 10 years. He has developed and technically designed AI systems for many games, and also he teaches students at the University.

AI Technical Advisor, “FINAL FANTASY XIV”
Lead AI Architect, “FINAL FANTASY XV”
AI Technical Director, “KINGDOM HEARTS III”
QA Automation AI Technical Advisor, “FINAL FANTASY VII REMAKE”
Visiting Researcher, Research Center for Advanced Science and Technology, The University of Tokyo (October 2018 to present)
Visiting Professor, Institute of Mathematics for Industry, Kyushu University (April 2019 to present)
Specially Appointed Professor, Graduate School of Artificial Intelligence and Science, Rikkyo University (April 2020 to present)
Chair of SIG-AI in Japan Chapter, International Game Developers Association (IGDA Japan) (2006 to present)
Director, Digital Games Research Association (DiGRA) JAPAN (2013 to present)
Director, The Society for Art and Science (November 2015 to present)
Director, Japanese Society of Artificial Intelligence (October 2020 to present)

Time in Japan:
Time in Coimbra: