Dungeons, Neurons, and Dialogues

Third Edition – Neural and Social Intelligence in Contextual Games

Workshop at 35th International Conference on Artificial Neural Networks (ICANN 2026)

Monday, 14 September 2026 11:30–13:00 Room T2

About The Workshop

The increasing social capabilities of artificial intelligence systems raise fundamental questions about how machines learn, interpret, and participate in complex human interaction. While neural models have achieved remarkable progress in perception, language, and decision-making, understanding socially grounded behavior remains an open challenge. This workshop explores contextual games—particularly role-playing games (RPGs)—as structured yet flexible environments for studying neural and computational models of social intelligence. Contextual games provide rich interaction spaces combining narrative context, cooperation, competition, and emotional decision-making. These environments naturally elicit phenomena such as trust formation, negotiation, empathy, engagement, and collective problem solving, offering a unique experimental setting for investigating adaptive behavior in humans and artificial agents. Advances in neural computation, reinforcement learning, large language models, and multi-agent learning now enable agents capable of participating in these socially complex environments, making games an ideal testbed for studying emergent interaction dynamics. The third edition of Dungeons, Neurons, and Dialogues brings together researchers from neural computation, machine learning, cognitive modeling, game AI, and human–AI interaction to explore how contextual game environments can support the development and evaluation of socially intelligent systems. Topics include neural modeling of social behavior, adaptive dialogue systems, reinforcement learning in narrative environments, multi-agent coordination, affect-aware agents, and human-AI co-creation. Through invited talks, research presentations, and an interactive collaborative activity, the workshop aims to foster interdisciplinary discussion and promote new methodologies for studying social intelligence in artificial systems. By positioning games as experimental laboratories for neural and social learning, the workshop contributes to advancing computational approaches toward more adaptive, interpretable, and socially aware AI.


Accepted Papers

ICANN 2026 workshop programme

956

Mapping the Motivational Landscape of Tabletop Gaming: A Bifactor Model Toward Computational Player Understanding

965

Reading the Table: Sim-to-Real Game State Detection for the Chef’s Hat Card Game

Keynote Speaker

Dr. Leticia Berto

Dr. Leticia Berto

University of Manchester

Keynote talk

From Learning to Teamwork: Toward Cognitive Robots That Grow, Adapt, and Collaborate

Robots are rapidly moving from factory floors into our homes, workplaces, and daily lives. To become truly helpful companions, they must do more than follow pre-programmed instructions — they must learn, adapt, and make decisions in complex and unpredictable environments. Inspired by human development, we ask: How can robots grow cognitively, make decisions, and interact more naturally with the world?

We explore how intrinsically motivated robots can balance needs and preferences, learn from experience, and incrementally adapt their strategies. By modeling pleasure, curiosity, and motivation, we investigate how these drives shape more natural decision-making and behavior. We also explore how social interaction and differences in robot “personality” influence how humans respond to and connect with robots.

As these capabilities mature, we extend learning and interaction from individual robots to robot–robot collaboration. Robots can anticipate one another’s needs, complement different capabilities, and work together toward shared goals — ultimately forming heterogeneous teams capable of tackling tasks beyond the reach of a single robot.

Workshop Schedule

Monday, 14 September 2026 · 11:30–13:00 · Room T2

10 min

Introduction and Opening

30 min

Accepted Paper Presentations

  1. Mapping the Motivational Landscape of Tabletop Gaming: A Bifactor Model Toward Computational Player Understanding
  2. Reading the Table: Sim-to-Real Game State Detection for the Chef’s Hat Card Game

Organisers

Pablo Barros

Pablo Barros

University of Pernambuco

Nikhil Churamani

Nikhil Churamani

University of Cambridge

Laura Triglia

Laura Triglia

Italian Institute of Technology

Matthias Kerzel

Matthias Kerzel

University of Hamburg, Germany

Pietro Gravino

Pietro Gravino

Sony CSL Paris