Advances in Computer Games 2025

Videos

Recordings of all talks are available on YouTube! Access the playlist here.

Registration

Registration is open! We will have three keynote speeches and 18 paper presentations. Registration and participation are free of charge. Register here.

The conference program is available here.

Call for Papers

The Advances in Computer Games conference (ACG 2025) will be held online from October 21-23, 2025. ACG is an internationally renowned conference that publishes computer-based studies of games. Its history goes back to the inaugural event held in Edinburgh in 1975, making this the longest ongoing game AI conference.

Conference attendance to view all talks will be free.

Topics of interest include, but are not limited to:

  • The current state of game-playing programs for classic and modern board games, card games, puzzles, virtual/casual/video games, etc.
  • General game playing
  • Artificial intelligence and machine learning for games
  • The history of computers in game-based research
  • New theoretical developments in game-related research
  • New and enhanced algorithms for search and knowledge acquisition
  • Automated game design and evaluation
  • Mathematical insights into games
  • Social aspects of computer games
  • Scientific contributions produced by the study of games
  • Cognitive research of how (and why) humans play games and puzzles
  • Capture and analysis of game data

Submission

Papers must be written in English and can be up to 10 pages in length (including references). Please conform to the LNCS style. LaTeX preferred (Overleaf template available here). Submit a PDF version of your paper via EasyChair. The proceedings will be published by Springer as a volume in their LNCS series.

Note that although attending the conference is free, a fee of 50 Euros is charged for each accepted paper.

Dates

  • Submission due: August 1, 2025 August 10, 2025
  • Notification due: September 15, 2025
  • Final version due: October 7, 2025
  • Conference: October 21-23, 2025

The deadline is at 23:59, anywhere on Earth (UTC-12).

Opening Speech

We are delighted to have Jon Edwards, the 32nd World Correspondence Chess Championship, to deliver an opening speech.

Keynote Speeches

We are delighted to have three outstanding keynote speakers:

Accepted Papers

Session 1: Game Solvers

  • Chi-Huang Lin, Ting Han Wei, Chun-Jui Wang, Hung Guei, Chung-Chin Shih,Yun-Jui Tsai, I-Chen Wu and Ti-Rong Wu: Relevance-Zone Reduction in Game Solving
  • Taylor Folkersen, Zahra Bashir, Fatemeh Tavakoli and Martin Müller: SEGClobber – A Linear Clobber Solver
  • Taylor Folkersen, Haoyu Du and Martin Müller: MCGS: A Minimax-based Combinatorial Game Solver

Session 2: Engagement and Fairness

  • Landelin Delcoucq: From Passion to Practice: Volunteer Engagement and Organizational Challenges in Civilization VI Esports Events
  • Jordan Black and Renee Bryce: Player Preferences For Play Of The Game: A Study Of Player Engagement On Video Game Highlights
  • Gregg Don Rautine and Jeremy J. Blum: Mechanism Design for Player-Judged Games

Session 3: Large Language Models

  • Hanhua Zhu and Tomoyuki Kaneko: Enhancing Cost-Effective Large Language Models with Reinforcement Learning for Multi-Turn Text-based Environments
  • Marat Gubaidullin, Paolo Ciancarini and Andrea Manzo: Real time expert chess commentary using LLM
  • Narada Maugin and Tristan Cazenave: SpinGPT: A Large-Language-Model Approach to Playing Poker Correctly

Session 4: Learning and Tree Search

  • Yuichiro Okashita and Yuichi Sudo: Mastering Othello with genetic algorithm and reinforcement learning
  • Karen Murakami and Tomoyuki Kaneko: Static and Intrinsic Diversity in Go Agents
  • Tzu-Yang Hsu, Hung-Jui Chang, Jun-Ping Chen, Jr-Chang Chen and Tsan-sheng Hsu: Adapting MCTS Algorithms for Stochastic Games – An Example on EinStein Würfelt Nicht!
  • Taylor Neller, Lifu Huang, and Jin-Hee Cho: Evolutionary Tree Search for Turn-Based Strategy Games

Session 5: Human Gameplay

  • Chu-Hsuan Hsueh, Kyota Kuboki, Shi-Jim Yen and Kokolo Ikeda: Making KataGo HumanSL More Human-Like for Amateur-Level Play
  • Li-An Yang and Bo-Nian Chen: Measuring Strategic Similarity Between Human and Engine-Generated Chinese Chess Opening Trees

Session 6: Imperfect Information Games

  • Takaya Narita, Yusuke Kubota and Tetsuya Suzuki: Rule-Based Red Piece Inference and Board Evaluation in the Imperfect Information Game Geister
  • Koichi Koizumi and Takaaki Mizuki: An Application of Secure Computation to Tagiron
  • Lukas Grassauer: Leveraging Answer Set Programming for Information Set Computation in Imperfect Information Games

Program Co-Chairs

Program Committee

  • Yngvi Bjornsson
  • Bruno Bouzy
  • Cameron Browne
  • Paolo Burelli
  • Tristan Cazenave
  • Hung-Jui Chang
  • Jr-Chang Chen
  • Hsin-Hung Chou
  • Jeffrey Considine
  • Daniel Görlich
  • Reijer Grimbergen
  • Matej Guid
  • Tsuyoshi Hashimoto
  • Ryan Hayward
  • Tsan-Sheng Hsu
  • Kuo-Chan Huang
  • Hiroyuki Iida
  • Nicolas Jouandeau
  • Tomoyuki Kaneko
  • Zeynep Burcu Kaya Alpan
  • Akihiro Kishimoto
  • Martin Mueller
  • Todd Neller
  • Senol Piskin
  • Jonathan Schaeffer
  • Irfansha Shaik
  • Dennis J. N. J. Soemers
  • Shogo Takeuchi
  • Ruck Thawonmas
  • Michael Thielscher
  • Jonathan K. Vis
  • Jean-Noël Vittaut
  • Mark H. M. Winands
  • I-Chen Wu
  • Ti-Rong Wu
  • Varduhi Yeghiazaryan
  • Kazuki Yoshizoe

Advisory Committee

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