Skip to main content

Call for Papers: Trends in Functional Programming 2016

I'm on the program committee for TFP, the Trends in Functional Programming Symposium! TFP is an unconventional conference: papers are very lightly reviewed in order to be accepted at the symposium, then after they are presented, another phase of refereeing happens to select a subset of the articles for formal publication.

The Symposium is June 8-10 at the University of Maryland, and draft paper submissions are due April 8!

Quoting the scope from the official CFP, TFP is interested in the following kinds of articles:
  • Research Articles: leading-edge, previously unpublished research work
  • Position Articles: on what new trends should or should not be
  • Project Articles: descriptions of recently started new projects
  • Evaluation Articles: what lessons can be drawn from a finished project
  • Overview Articles: summarizing work with respect to a trendy subject
Topics of interest include (but are not limited to):
  • Functional programming and multicore/manycore computing
  • Functional programming in the cloud
  • High performance functional computing
  • Extra-functional (behavioural) properties of functional programs
  • Dependently typed functional programming
  • Validation and verification of functional programs
  • Debugging and profiling for functional languages
  • Functional programming in different application areas: security, mobility, telecommunications applications, embedded systems, global computing, grids, etc.
  • Interoperability with imperative programming languages
  • Novel memory management techniques
  • Program analysis and transformation techniques
  • Empirical performance studies
  • Abstract/virtual machines and compilers for functional languages
  • (Embedded) domain specific languages
  • New implementation strategies
  • Any new emerging trend in the functional programming area
More information can be found on TFP's website.


Popular posts from this blog

Using Twine for Games Research (Part II)

This preliminary discussion introduced my thoughts on using Twine as a tool for creating prototypes for games research. I'll start with documenting my first case study: a hack-and-slash RPG-like setting where the player character has a record of attributes ("stats") that evolve through actions that turn certain resources (money, health, items) into others. I've selected this hack-and-slash example because it falls outside the canonical "branching story" domain thought to be Twine's primary use case, but it is not too much trickier to implement. It relies crucially on the management of state in ways that simple branching stories would not, but it does so in a fairly straightforward way.

If all goes well, this post may also serve as a tutorial on the "basics" of Twine (links + variables + expressions). In particular, I'll be using Twine 2/Harlowe, and I haven't seen many tutorials for this new version published yet.

To me, the main "…

Why I don't like the term "AI"

Content note: I replicate some ableist language in this post for the sake of calling it out as ableist.

In games research, some people take pains to distinguish artificial intelligence from computational intelligence (Wikipedia summary), with the primary issue being that AI cares more about replicating human behavior, while CI is "human-behavior-inspired" approaches to solving concrete problems. I don't strongly identify with one of these sub-areas more than the other; the extent to which I hold an opinion is mainly that I find the distinction a bit silly, given that the practical effects seem mainly to be that there are two conferences (CIG and AIIDE) that attract the same people, and a journal (TCIAIG - Transactions on Computational Intelligence and Artificial Intelligence in Games) that seems to resolve the problem by replacing instances of "AI" with "CI/AI."

I have a vague, un-citeable memory of hearing another argument from people who dislike the…

Using Twine for Games Research (Part III)

Where we last left off, I described Twine's basic capabilities and illustrated how to use them in Twine 2 by way of a tiny hack-and-slash RPG mechanic. You can play the result, and you should also be able to download that HTML file and use Twine 2's "import file" mechanism to load the editable source code/passage layout.

Notice that, in terms of game design, it's not much more sophisticated than a slot machine: the only interesting decision we've incorporated is for the player to determine when to stop pushing her luck with repeated adventures and go home with the current spoils.

What makes this type of RPG strategy more interesting to me is the sorts of decisions that can have longer-term effects, the ones where you spend an accumulation of resources on one of several things that might have a substantial payoff down the road. In a more character-based setting, this could be something like increasing skill levels or adding personality traits.

Often, the game-…