Game Programming Workshop



The 21st Game Programming Workshop (GPW-16)

GPW-16 Aim and Scope

Research on game programming started almost immediately after the advent of computers, and numerous technological advances of search algorithms, planning, machine learning, and collaborative problem solving have been made with the aim of creating strong game-playing programs. These research have become active in Japan, too, because Japanese have been playing games like shogi (Japanese chess) and Go, which Japanese boasts to the world.

It is remarkable to see resent advances in computer shogi and Go. In shogi, the research progress in search methods and evaluation function learning have made program playing level superior to that of professional players. In Go, Monte-Carlo-based approaches and machine learning techniques have led to a drastic improvement in playing strength. The March 2016 matches between AlphaGo and Lee Sedol are still fresh in our memory.

Since then, our research aims have been more diversified. In addition to creating strong game-playing programs, our research aims include acquisition of human-like behaviors, and development of programs able to amuse people or to teach game-play tactics to human players. Moreover, our research field has become more and more active and started to deal with various kind of games, e.g., puzzles, board games, imperfect information games, fighting games, werewolf game, etc.

This workshop has been held almost every year since 1994, gathered domestic and foreign authors and participants together, and provided opportunities to share lively discussions with many researchers.

This year, we solicit original papers offering novel contributions on topics including (but not limited to):

Notes for participants from abroad: Typically, more than 90% of the presentations during the workshop will be given in Japanese. We do accept and welcome papers and presentations in English; however, some level of familiarity with Japanese language will be required to fully appreciate this workshop.



Outstanding papers and poster presentations will be eligible for the Best Paper Award and the Best Poster Award. Papers submitted by students will also be eligible for the Research Encouragement Award.

Presented by:

Assisted by:

Committee members

Program Committee Members
  • Hiroyuki Iida (JAIST)
  • Harukazu Igarashi (Shibaura Institute of Technology)
  • Kokolo Ikeda (JAIST)
  • Takeshi Ito (University of Electro-Communications)
  • Osawa Hirotaka (University of Tsukuba)
  • Tomoyuki Kaneko (University of Tokyo)
  • Kentaro Kayama (National Institute of Information and Communications Technology)
  • Akihiro Kishimoto (IBM Research)
  • Yoshiyuki Kotani (Tokyo University of Agriculture and Technology)
  • Makoto Sakuta (Fukuoka Institute of Technology)
  • Nobusuke Sasaki (Prefectural University of Hiroshima)
  • Takenobu Takizawa (Waseda University)
  • Shogo Takeuchi (University of Tokyo)
  • Tetsuro Tanaka (University of Tokyo)
  • Yoshimasa Tsuruoka (University of Tokyo)
  • Teigo Nakamura (Kyushu Institute of Technology)
  • Junji Nishino (University of Electro-Communications)
  • Tsuyoshi Hashimoto (Matsue College of Technology)
  • Makoto Miwa (Toyota Technological Institute)
  • Atsushi Yoshikawa (Japan Institute for Educational Measurement)
  • Kazuki Yoshizoe (University of Tokyo)
  • Daisaku Yokoyama (University of Tokyo)
  • Reijer Grimbergen (Tokyo University of Technology)
  • Ruck Thawonmas (Ritsumeikan University)
Program Committee Chairs
Masato Shinoda (Nara Women's University)
Kunihito Hoki (University of Electro-Communications)
Executive Committee Chair
Hitoshi Matsubara (Future University-Hakodate)

General inquiries about the workshop

Prof. Hitoshi Matsubara
School of Systems Information Science, Future University-Hakodate,
116-2 Kamedanakano-cho, Hakodate, Hokkaido, 041-8655, Japan
tel: +81-138-34-6125, fax: +81-138-34-6105, e-mail: