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  • Oliver Withington

    < Back Oliver Withington Queen Mary University of London iGGi PG Researcher Available for post-PhD position Oliver Withington is a AI and games researcher working on novel methods for evaluating content generation systems for games. Following a successful career in the healthcare technology industry he decided to combine his life long love of games and interest in AI research into a PhD with the iGGi CDT in 2020. He lives in London with his wife and two young daughters, and when he is not writing about, thinking about, or talking about games you can probably find him in either his local bouldering gym, or in the park either pursuing or being pursued by two small children. A description of Oliver's research: Oliver's primary motivation is to make the evaluation of novel content generators more standardised, robust and straightforward for both researchers and game designers. Currently his focus is on techniques for producing informative visualisations of the output spaces of content generators. His work has been published at many of the leading conferences in his field, and he has also taken his work and ideas to the game industry, most recently in the form of a talk at GDC 2025's AI Summit. owithington@hotmail.co.uk Email Mastodon http://owithington.co.uk Other links Website https://www.linkedin.com/in/oliver-withington-909052bb/ LinkedIn BlueSky https://github.com/KrellFace Github Supervisors: Dr Jeremy Gow Dr Laurissa Tokarchuk Featured Publication(s): Exploring Minecraft Settlement Generators with Generative Shift Analysis HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games. The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods Visualising Generative Spaces Using Convolutional Neural Network Embeddings Compressing and Comparing the Generative Spaces of Procedural Content Generators Illuminating Super Mario Bros: quality-diversity within platformer level generation Themes Creative Computing Design & Development Game AI Previous Next

  • Martin Balla

    < Back Dr Martin Balla Queen Mary University of London iGGi Alum Available for post-PhD position Before starting his PhD Martin studied Computer Science at the University of Essex. His main interest is artificial intelligence and its application to all sort of problems ranging from computer vision to game AI. He likes spending his spare time with various activities which mainly involves reading, playing video games and skateboarding. Martin's PhD thesis focuses on Reinforcement Learning agents that can adapt to changes in the reward function and/or changes in the environment. His work investigates how agents can transfer their knowledge to changes in the environment, such as new rewards, levels or visuals. Outside of his main research direction, Martin is involved with the Tabletop games framework (TAG), which is a collection of various tabletop games implemented with a common API with a focus on various game-playing agents (including RL). TAG brings various challenges to RL agents compared to search-based agents, such as complex action spaces, unique observation spaces (various embeddings), multi-agent dynamics with competitive and collaborative aspects, and lots of hidden information and stochasticity. m.balla@qmul.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/martinballa LinkedIn BlueSky https://martinballa.github.io Github Supervisors: Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games Illuminating Game Space Using MAP-Elites for Assisting Video Game Design PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games TAG: Pandemic Competition Task Relabelling for Multi-task Transfer using Successor Features TAG: A tabletop games framework Design and implementation of TAG: a tabletop games framework Evaluating generalisation in general video game playing Evaluating Generalization in General Video Game Playing Analysis of statistical forward planning methods in Pommerman Themes Game AI - Previous Next

  • The AI and Games Conference IS BACK! | iGGi PhD

    < Back The AI and Games Conference IS BACK! It was the first event dedicated to game AI developers in Europe since 2017, and boy did the community embrace it. In the main organiser's (Tommy Thompson from AI and Games ) own words: "Nature abhors a vacuum and I'm the idiot big enough to try and fill it." - Tommy, you did achieve, and we thank you for that bold move from the bottom of our hearts! Big thanks also to all the sponsors, and specifically to our iGGi Industry Advisory Board Chair Duygu Ç acmak (Creative Assembly) who's a co-organiser. The one-day, double-track event took place on 08 November 2024 at Goldsmiths, University of London and featured international speakers from industry and academia who covered a broad spectrum of topics related to AI and Games in an informative and well-structured way. We're proud to say that we witnessed this launch with 13 iGGi PG Researchers and a whole bunch of iGGi Staff. We also spotted quite a few iGGi Alumni who had made it to the event independently. Moreover, Raluca Gaina and Diego Pérez-Liébana featured with a talk about their spin-off company " Tabletop R&D " >> If you've missed it, here's the Talk Recording We were really impressed about the level of organisation and attention to detail, and we're certainly hoping that the conference will be back again next year! >> Here's a link to all the the talks' recordings Previous 11 Nov 2024 Next

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

    < Back What's in a name? Ages and names predict the valence of social interactions in a massive online game Link Author(s) AV Kokkinakis, J Lin, D Pavlas, AR Wade Abstract More info TBA Link

  • Understanding and Strengthening the Computational Creativity Community: A Report From The Computational Creativity Task Force.

    < Back Understanding and Strengthening the Computational Creativity Community: A Report From The Computational Creativity Task Force. Link Author(s) JM Cunha, S Harmon, C Guckelsberger, A Kantosalo, PM Bodily, K Grace Abstract More info TBA Link

  • Visualising Generative Spaces Using Convolutional Neural Network Embeddings

    < Back Visualising Generative Spaces Using Convolutional Neural Network Embeddings Link Author(s) O Withington, L Tokarchuk Abstract More info TBA Link

  • Optimising level generators for general video game AI

    < Back Optimising level generators for general video game AI Link Author(s) O Drageset, MHM Winands, RD Gaina, D Perez-Liebana Abstract More info TBA Link

  • Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism.

    < Back Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism. Link Author(s) S Park, LY Xiao, M Denoo, E Grosemans, E Petrovskaya, N Ballou Abstract More info TBA Link

  • Measuring Randomness in Tabletop Games

    < Back Measuring Randomness in Tabletop Games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link

  • Fluttermind LLC

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Fluttermind LLC

  • University of Carlos III of Madrid

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. University of Carlos III of Madrid

  • Predicting game difficulty and engagement using AI players

    < Back Predicting game difficulty and engagement using AI players Link Author(s) S Roohi, C Guckelsberger, A Relas, H Heiskanen, J Takatalo, ... Abstract More info TBA Link

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