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iGGi Publications

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The effect of lip and arm synchronization on embodiment: a pilot study

T Collingwoode-Williams, M Gillies, C McCall, X Pan

2017 IEEE Virtual Reality (VR), 253-254, 2017

Introducing real world physics and macro-actions to general video game AI

D Perez-Liebana, M Stephenson, RD Gaina, J Renz, SM Lucas

2017 IEEE Conference on Computational Intelligence and Games (CIG), 248-255, 2017

Automated game balancing in Ms PacMan and StarCraft using evolutionary algorithms

M Morosan, R Poli

Applications of Evolutionary Computation: 20th European Conference, EvoApplications 2017, Amsterdam, The Netherlands, April 19-21, 2017, Proceedings, Part I 20, 2017

Analysis of vanilla rolling horizon evolution parameters in general video game playing

RD Gaina, J Liu, SM Lucas, D Perez-Liebana

Applications of Evolutionary Computation: 20th European Conference ', 2017

Calligraphic stylisation learning with a physiologically plausible model of movement and recurrent neural networks

D Berio, M Akten, FF Leymarie, M Grierson, R Plamondon

Proceedings of the 4th International Conference on Movement Computing, 1-8, 2017

Coupled Kuramoto oscillator-based control laws for both formation and obstacle avoidance control of two-wheeled mobile robots

K Denamganai, T Nakamura, N Hara, K Konishi

IEICE Technical Report; IEICE Tech. Rep. 117 (121), 87-91, 2017

Diversity maintenance using a population of repelling random-mutation hill climbers

R Volkovas, M Fairbank, D Perez-Liebana

2017 9th Computer Science and Electronic Engineering (CEEC), 37-42, 2017

Learning dynamic graffiti strokes with a compliant robot

D Berio, S Calinon, FF Leymarie

2016 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), pp 3981-3986, 2016

Light field completion using focal stack propagation

T Broad, M Grierson

ACM SIGGRAPH 2016 Posters, 54, 2016

Ms. Pac-Man Versus Ghost Team CIG 2016 Competition

PR Williams, D Perez-Liebana, SM Lucas

Computational Intelligence & Games, 420-427, 2016

Evolving UCT alternatives for general video game playing

I Bravi

5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016

Sequence generation with a physiologically plausible model of handwriting and Recurrent Mixture Density Networks

D Berio, M Akten, FF Leymarie, M Grierson, R Plamondon

ICLR

Novel Incentives for Phrase Detectives

M Poesio, J Chamberlain, U Kruschwitz, C Madge

Novel Incentives for Collecting Data and Annotation from People: types, implementation, tasking requirements, workflow and results Workshop Programme, p. 23, 2016

Collaborative creativity with Monte-Carlo Tree Search and Convolutional Neural Networks

M Akten, M Grierson

arXiv preprint arXiv:1612.04876, 2016

General video game for 2 players: Framework and competition

RD Gaina, D Perez-Liebana, SM Lucas

2016 8th Computer Science and Electronic Engineering (CEEC), 186-191, 2016

Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms

Z Zhang, M Bedder, SL Smith, D Walker, S Shabir, J Southgate

Biosystems 146, 110-121, 2016

Noise reduction and targeted exploration in imitation learning for abstract meaning representation parsing

J Goodman, A Vlachos, J Naradowsky

Proceedings of the 54th annual meeting of the association for computational …, 2016

Grounded Theory in games research: making the case and exploring the options

T Cole, JH Salisbury

DiGRA/FDG ཌ-Proceedings of the First International Joint Conference of DiGRA, 2016

What's in a name? Ages and names predict the valence of social interactions in a massive online game

AV Kokkinakis, J Lin, D Pavlas, AR Wade

Computers in Human behavior 55, 605-613, 2016

Realtime control of sequence generation with character based Long Short Term Memory Recurrent Neural Networks

M Akten

Memory 9 (8), 1735-1780, 0

Grounded Theory in Games Research: Making the Case and Exploring the Options

JH Salisbury, T Cole

Proceedings of 1st International Joint Conference of DiGRA and FDG

Controlling co-incidental non-player characters

J Walton-Rivers

Unknown publication venue

What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts

S McDougall, I Reppa, J Kulik, A Taylor

Applied ergonomics 55, 156-172, 2016

Autoencoding video frames

T Broad, M Grierson

Goldsmiths, 2016

UCL+ Sheffield at SemEval-2016 Task 8: Imitation learning for AMR parsing with an alpha-bound

J Goodman, A Vlachos, J Naradowsky

Proceedings of the 10th International Workshop on Semantic Evaluation …, 2016

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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