Schedule
Event Details
Workshop Date & Time: July 23, 2026, 2:00–5:15 PM at SIGGRAPH 2026
SIGGRAPH 2026 Conference Dates: July 19–23, 2026 — we invite you to attend the full conference.
Venue: Los Angeles Convention Center, Los Angeles, CA
Format: Half-day technical workshop (3 hours 15 minutes)
Agenda
| Time | Duration | Event |
|---|---|---|
| 2:00 PM | 5 min | Introduction |
| 2:05 PM | 60 min | Keynote Presentation: Mark Claypool |
| 3:05 PM | 10 min | Break |
| 3:15 PM | 36 min | Technical Sketch Session 1 • Towards Field Experiments in Esports Competition (Madhusudan) • What Do Competitive Players Do With Their Settings? A Multi-Game Esports Configuration Survey (Rajpurohit) • [Invited] Tactical Telemetry: Using Replay Files for Gameplay Analytics (Xenopoulos) |
| 3:51 PM | 19 min | Panel Discussion |
| 4:10 PM | 10 min | Break |
| 4:20 PM | 36 min | Technical Sketch Session 2 • AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games (Varghese) • Improving Interaction by Transforming the Render-Display Pipeline (Fulmer) • Understanding Emergent Non-Verbal Communication in the Delta Force Competitive Video Game through Multimodal AI Analysis (Guo) |
| 4:56 PM | 19 min | Panel Discussion |
| 5:15 PM | — | End |
Note that the order of sessions and talks is subject to change as needed.
Keynote Speaker
Mark Claypool Professor in Computer Science and Interactive Media & Game Development at Worcester Polytechnic Institute (WPI). Mark is an expert on the effects of latency on computer games, with over 75 peer-reviewed publications in this area. His research has been supported by NSF, MIT Lincoln Labs, Intel, Microsoft, Google, Viasat, and NVIDIA.
Workshop Format
The PRICE Workshop features keynotes, peer-reviewed technical sketches, panel discussions, and networking breaks. All presentations are in-person only—there is no virtual participation option.
Keynote
A keynote presentation from a leading industry or research figure in esports technology.
Technical Sketch Sessions
Peer-reviewed and invited presentations of research sketches highlighting the latest scientific contributions in esports technology. 12-minute presentations include 10 minutes for the talk plus 2 minutes for Q&A.
Panel Discussions
Two panels bring together sketch authors to discuss research directions and emerging topics. All sketch authors are expected to remain for the panel immediately following their session.
Breaks
Two breaks between sessions for discussion and collaboration.
Attendance & Travel
In-Person Attendance Required: This is a fully in-person workshop with no virtual or remote participation option. All presenters and attendees must be present at the Los Angeles Convention Center.
Hotels
OnPeak is the only official hotel provider for SIGGRAPH 2026. Discounted conference rates are available through June 22, 2026 — book early as availability is not guaranteed after that date.
Getting There
Los Angeles International Airport (LAX) is the primary gateway. The LA Metro Blue/Expo Line stops at Pico Station, directly across from the convention center. Parking is available at the West and South Hall garages; see the LACC parking page for details.
Full transport and local information: SIGGRAPH 2026 Travel & Accommodations
International Visitors
Visa and travel documentation guidance is on the SIGGRAPH 2026 International Visitors page.
Towards Field Experiments in Esports Competition
Presenter: Arjun Madhusudan
Esports is having a significant societal impact. Yet scheduling competitive group play during experiments is difficult, and recreating competitive environments in the lab is challenging. To address these problems, we adopt the field experiment methodology, to create hybrid tournament-experiments — experimentation integrated into the tournament itself. We run two Rocket League tournament-experiments and discuss their methodological and experimental implications.
What Do Competitive Players Do With Their Settings? A Multi-Game Esports Configuration Survey
Presenter: Ashish Rajpurohit
Competitive PC games typically expose twenty or more graphics settings to players, each setting representing a tradeoff between visual quality and interactive performance. How players actually work through making these tradeoffs is not well documented. We report findings from an ongoing survey of players across 14 esports titles spanning five genres, combining self-reported configuration preferences with parsed configuration files uploaded from participants’ machines. Across 44 game-level responses, 75% of players prioritized frame rate over visual quality, and 86% of the configuration files uploaded had VSYNC disabled. This preference is not uniform across genres: every tactical shooter and battle royale response favored performance, while MOBA and sports game responses were more divided. We also asked players to rate their own understanding of the graphics settings and the usability of each game’s settings interface. More than half rated themselves Advanced or Expert, though this varied by genre; players reporting a stronger understanding were more likely to prioritize performance. For rendering engineers and game designers, these patterns argue against treating “competitive defaults” as a single target. Responses to the usability question suggest that the complexity of current settings menus may affect different player populations differently.
Tactical Telemetry: Using Replay Files for Gameplay Analytics
[Invited]
Presenter: Peter Xenopoulos
Details to be announced.
AI Level of Detail: Distance-Aware ML Model Precision Selection for Real-Time Human Motion Prediction in Games
Presenter: Mathew Varghese
Modern game engines spend significant compute animating NPCs with learned motion models. This paper proposes AI Level of Detail (AI LOD), a framework in which machine learning inference precision is adapted based on the distance between each NPC and the player camera. The core idea mirrors classical geometry LOD [2, 4]: substitute a cheaper approximation where the difference is imperceptible. Here, the approximation is a lower-precision quantized machine learning model rather than a lower-polygon mesh. The contribution of this work is the AI LOD concept itself: that inference-time quantization can serve as the LOD axis for AI-driven character animation—and more broadly, for any AI-based runtime system where perceptual sensitivity varies with context. The convolutional sequence-to-sequence model of Li et al. [7] is used as a representative example to demonstrate the concept, with its trained checkpoint exported into three ONNX Runtime variants (FP32, FP16, and INT8 per-tensor), intended to be routed by a distance-based selector at runtime. Evaluation on the CMU Mocap dataset [1] provides initial evidence that each precision tier can be served at its assigned distance range with negligible perceptible degradation, supporting the broader premise that distance-aware ML model precision selection is a viable LOD strategy for AI-based character animation
Improving Interaction by Transforming the Render-Display Pipeline
Presenter: Aaron Fulmer
Over fifty years ago, rendering and display systems were designed for latency-free, recorded media. Yet today’s interactive systems — which suffer significantly from latency — are still based on the old latency-free design assumptions. We propose an alternative: close integration of input, render, and display that reduces interactive latency far below delays in current systems. By combining just-in-time input sampling; frameless, image-order rendering; and random-access displays supporting flexible scanning; we eliminate frame and synchronization delays, mitigate refresh delays, and reduce click-to-photon latency below 2 ms.
Understanding Emergent Non-Verbal Communication in the Delta Force Competitive Video Game through Multimodal AI Analysis
Presenter: Josef Spjut
Non-verbal communication plays a critical role in multiplayer games, especially in environments where verbal communication is limited or constrained by game mechanisms. Players often rely on gestures, movement patterns, item interactions, and UI signals to communicate intent, negotiate cooperation willingness, and avoid conflict. In our work, we use gameplay video as the input, and analyze it to extract non-verbal communication. We propose a multi-modal pipeline for detecting and interpreting non-verbal communication in gameplay videos. Our research combines pose estimation, visual-textual extraction, and audio analysis to capture diverse behavioral signals, which are then integrated using a large language model to infer player intent. Using gameplay data collected from publicly available online videos, we conduct preliminary analyses suggesting that a wide range of meaningful non-verbal interactions can be systematically extracted and interpreted. Through this study, we aim to develop an empirical understanding of emergent non-verbal communication in modern multiplayer games and a practical framework for analyzing such behaviors using AI.