Search Results
Results found for empty search
- Mihail Morosan
< Back Dr Mihail Morosan University of Essex iGGi Alum Computational Intelligence and Game Balance. (Industry placement at MindArk) Game design has been a staple of human ingenuity and innovation for as long as games have been around. From sports, such as football, to applying game mechanics to the real world, such as reward schemes in shops, games have impacted the world in surprising ways. This process can, and should, be aided by automated systems, as machines have proven to be capable of finding innovative ways to complement human intuition and inventiveness. When man and machine cooperate, better products are created and the world has only to benefit. My research seeks to find, test and assess methods to apply computational intelligence to human-led game balance. Early research has proven that AI can successfully aid game designers in analysing the viability of various game rules and I intend to document this and polish the techniques that will result from my work. To achieve this, I am making use of cutting edge algorithms, powerful AI techniques and novel methods. Most of the current work done involves the use of evolutionary algorithms, as well as statistical analysis and evaluation of intelligent agents in various video games. Programmer (with a focus on optimisation and quick deliverables, mostly due to competitive experience), gamer (games are fun, relaxing and a great social experience), technology consumer (comes with the programmer bit) and all around happy guy stumbling through the world. Once ended up in a management internship at a bank thinking the application was for a programming position. And another time told an interviewer that "buying and eating a burger to solve hunger" is a legitimate problem-solving skill. Somehow received an invitation to the next interview stage. Email me@morosanmihail.com Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Automating game-design and game-agent balancing through computational intelligence Lessons from testing an evolutionary automated game balancer in industry Genetic optimisation of BCI systems for identifying games related cognitive states Online-Trained Fitness Approximators for Real-World Game Balancing Evolving a designer-balanced neural network for Ms PacMan Speeding up genetic algorithm-based game balancing using fitness predictors Automated game balancing in Ms PacMan and StarCraft using evolutionary algorithms Themes Design & Development Game AI Player Research - Previous Next
- Prof Nick Bryan-Kinns
< Back Prof. Nick Bryan-Kinns Queen Mary University of London Supervisor Nick Bryan-Kinns is Professor of Interaction Design and Director of the Media and Arts Technology Centre at Queen Mary University of London. He is Distinguished Professor at Wuhan University of Technology, and Guest Professor at Huazhong University of Science and Technology, China. He is Fellow of the Royal Society of Arts, Fellow of the British Computer Society, Senior Member of the Association for Computing Machinery, and leads the Sonic Interaction Design Lab in the Centre for Digital Music. He has published international journal papers on cross-cultural design, participatory design, mutual engagement, interactive art, and tangible interfaces. His research has been exhibited internationally and reported widely from the New Scientist to the BBC. He chaired the Steering Committee for the ACM Creativity and Cognition Conference series, and is a recipient of ACM and BCS Recognition of Service Awards. He is interested in supervising students with HCI, Interaction Design, or AI backgrounds on research into the intersection of Sonic Interaction Design, play, and AI. Especially project which involve designing and evaluating computer mediated experiences for human participation and collaboration. Research themes: Game Audio and Music Games with a Purpose Computational Creativity Player Experience Gamification Email n.bryan-kinns@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Creative Computing Game Audio Player Research - Previous Next
- Lauren Winter
< Back - Meet me @ Develop:Brighton 2026 - Lauren Winter University of York iGGi PG Researcher Lauren was introduced to gaming from an early age when they received a PlayStation One as a gift. From there, video games became a huge part of their life, exploring new worlds through the eyes of a vast array of characters. Following their undergraduate degree in Psychology with Sociology, they completed their MSc in Psychology Research Methods at the University of Nottingham. A fascination with looking for trends in data and creating complex spreadsheets in Excel led them to a job analysing student information in a school, where they also ran four Esports teams competing across three games. Their research interests primarily focus on player research in team-based PVP games and looking at players’ awareness of each other in these environments. A description of Lauren's research: Lauren’s research investigates the differences in human-human and human-AI interaction in team-based digital games. Simultaneous combinations of competitive and cooperative play are found in many high grossing games, such as Call of Duty and League of Legends. These games provide environments for players to play with strangers, friends, and AI, and elicit social presence, a term used to describe the awareness of others in a digital environment. Lauren’s research will focus on two types of social presence: cooperative presence and competitive presence. Despite the popularity of these games, little is known about the juncture between the two and the effects they have on player experience. Due to the increasing inclusion of AI in daily life, including the gaming space, investigating these effects will have implications for future research in team-based digital games, as well as in the creation of AI that works with and against users. Through the development of a bespoke game, created in Unity, Lauren will investigate how people work together and against other players and AI, identifying aspects of the AI that can be manipulated into better player experiences and more enjoyable games. Email lauren.winter@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Prof. Paul Cairns Featured Publication(s): "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews Better Dead than a Damsel: Gender Representation and Player Churn Themes Design & Development Player Research - Previous Next
- David Gundry
< Back Dr David Gundry University of York iGGi Alum Using Applied Games to Motivate Speech Without Bias (Industry placement Lightspeed Research) Eliciting linguistic data faces several difficulties such as investment of researcher time and few available participants. Because of this, many language elicitation studies have to make do with few subjects and coarse sampling rates (measured in months). It would be ideal if a game could crowd-source relevant linguistic data with frequent, short game sessions. To this end, David’s research is looking into how games shape and elicit players’ linguistic behaviour. The established design patterns of gamification do not apply to a domain that lacks a ‘correct’ answer like language or personal beliefs and attitudes. David’s research shows how a player’s strategic goals will systematically bias data collection. It also shows how to design around this. The conclusion: The player’s choice of how to express a given datum must be strategically irrelevant in the game. David can remember the halcyon days when he had the free time to play games. Now he’s doing a PhD and has a one-year-old. He has an background in linguistics. He loves writing expressive code and designing clever little games. He wants to show that research games can be fun, not just effective. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games Designing Games to Collect Human-Subject Data Validity threats in quantitative data collection with games: A narrative survey Busy doing nothing? What do players do in idle games? Intrinsic elicitation: A model and design approach for games collecting human subject data Themes Applied Games - Previous Next
- Rory Davidson
< Back Rory Davidson University of York iGGi PG Researcher Available for post-PhD position Learning and Strategy Acquisition in Digital Games Given the success and impact of games and the gaming industry, it is unsurprising that it has become the centre of a significant body of academic research and other literature. However, while the cognitive effects of gameplay have been extensively studied, this has typically been done from a “black-box” perspective – that is, looking at the effects of gameplay as a whole upon some other task or metric, such as ability to strategize or proclivity to violence – leaving the inner mechanisms of cognition during gameplay much less understood. In particular, while the idea of learning from games is an area of continued interest in educational psychology, very little literature exists on the subject of how learning in games actually occurs on a cognitive level. This study aims to fill this knowledge gap by examining the ways in which player learning and strategy acquisition occur within games. This examination will have two main hierarchical goals. In the first phase, the study will use experimental methods inspired by analysis of learning methods used in games as well as literature review of more general theories of learning and cognition, such as the dual-process account or the CLARION model, in order to form a model better specialized for the field of digital gaming. In the second phase, it will analyse how such a theory may be put to practical use to inform the design of games and game-like experiences. These two phases can be summed up in the following main research questions: Phase 1: How can strategy acquisition in digital games most effectively be explained as a cognitive process? Phase 2: How can this understanding be put into practice in the development of games with specific desirable characteristics? By linking a more complete understanding of cognition and learning during games with measurable or observable gameplay characteristics, this study will further research on gameplay experience, such as that on immersion. The first phase of research additionally has relevance to the field of AI, in which human responses to difficult and complex problems such as digital games may be mimicked or otherwise used to inform the design of new techniques, as well as to gamification, which attempts to elicit such responses in non-game contexts. Email rd553@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Prof. Paul Cairns Featured Publication(s): Automatic Game Tuning for Strategic Diversity Themes Applied Games Design & Development Player Research - Previous Next
- Lizzie Vialls
< Back Lizzie Vialls University of York iGGi Alum Discrete Models and Algorithms to create a more satisfying and strategic opponents For many 4x and Grand Strategy computer games (e.g. Civilisation, Europa Universalis), the player will be playing against one or more AI opponents. For many games, the AI is not clever enough to stand up to a player without being given the ability to "cheat" - ability to spawn in resources, see what the player is doing, etc. This creates an unsatisfactory opponent for a player, as it gives them opponents that fight through "cheating" over strategy or out-manoeuvring the player. The aim for my PhD is to look into the potential uses of SAT and similar to create a more satisfying and strategic opponent for players to play against in these styles of computer games. To this end, I’ll be identifying potential for improvement regarding my proposal, and once I’ve narrowed down the specifics - be it related to improving how SAT solvers can handle problems, or how better to encode AI into SAT - I will be working on ways to improve AI for turn based strategic games. Lizzie Vialls is a recent Computer Science graduate of University of Leicester, having graduated with a 2:1 and a prize for best third year project, which was the project that fueled her interest in SAT. When not searching for an errant semicolon in her code she can be found working with various online gaming communities, hunched over many a tabletop game, or attempting to make friends with the local feline populace. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - Previous Next
- Matt Bedder
< Back Matt Bedder University of York iGGi Alum Abstraction-Based Monte Carlo Tree Search. (Industry placement at PROWLER.io) Monte Carlo Tree Search is a popular artificial intelligence technique amongst researchers due to the remarkable strength by which it can play many games. This technique was prominently used as the basis for AlphaGo, the AI by Google DeepMind that became the first of its kind to beat professional human players at the game Go. But despite lots of interest from academics into Monte Carlo Tree Search, the technique has seen little use in the games industry - due in part to how it is not fully understood, and due to how complex it is to implement into large games. Matthew’s research is looking into how game abstractions can be used to help implement and optimise Monte Carlo Tree Search into existing commercial video games. Semi-automated methods for domain abstraction are being investigated, with the aim of making it fast and easy for game developers to be able to implement Monte Carlo Tree Search into their products, and to exploit the wealth of academic research into this technique. Matthew is currently studying towards his PhD at the University of York, having previously graduated for the Department of Computer Science with a MEng in Computer Science with Artificial Intelligence. Before starting his PhD, Matthew spent a year at BAE Systems Advanced Technology Centre working on contracts with the European Space Agency, and has performed research into vertebrae models of Parkinson's disease with York Centre for Complex Systems Analysis. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms Computational approaches for understanding the diagnosis and treatment of Parkinson's disease Automated motion analysis of adherent cells in monolayer culture Themes Game AI - Previous Next
- Francesca Foffano
< Back Francesca Foffano University of York iGGi PG Researcher Available for post-PhD position Francesca is finalising her PhD at the University of York, specialising in UX, player experience and design. Their work spans game experience (e.g. getting stuck), safeguarding the design's impact on players (e.g. emotional accessibility), design recommendations (e.g. emotional design) and game development (e.g. adaptive games). They primarily use qualitative research and mixed methods to gain an in-depth understanding of the player experience. They are currently open to collaborations with industry and academia for funding applications. A description of Francesca's research: When it comes to emotions in video games, players should feel like they are enthusiastically part of the experience. However, at times, players risk feeling forced or overwhelmed. So, how to design these experiences correctly? Through a dual approach, I explore how to design emotional experiences at their extremes. On the one hand, I examine which design components create recognisable emotional experiences. On the other hand, I examine how design can overwhelm players to the point where they struggle to finish a game, as the design makes it impossible for them to process the emotions presented. Email ff716@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Prof. Paul Cairns Featured Publication(s): Artificial intelligence across europe: A study on awareness, attitude and trust Disability tax in gacha games: the social cost of hidden expenses. Do Not Play With My Emotions. Design for Emotional Accessibility A Survey on AI and Ethics: Key factors in building AI trust and awareness across European citizens. When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames Artificial intelligence across europe: A study on awareness, attitude and trust Investing in AI for social good: an analysis of European national strategies European Strategy on AI: Are we truly fostering social good? Changes of user experience in an adaptive game: a study of an AI manager Themes Player Research - https://www.youtube.com/watch?v=v8xdnkjVL2c Previous Next
- iGGi Becomes WIG Education Ambassador | iGGi PhD
< Back iGGi Becomes WIG Education Ambassador iGGi is proud to officially announce that we are now Women in Games (WIG) Education Ambassadors as of last week. We at iGGi feel strongly that the future in games industry and research must include a more level playing field for all the groups which currently lack visibility and/or voice. We want to do our part in creating societal change in that respect. Here's a link to the article in the WIG newsletter featuring our senior academic spokesperson Raluca Gaina. >> iGGi joins Women in Games as Education Ambassador . We are very happy that Raluca has accepted this new role: as she is both, an iGGi Alumna and an iGGi Supervisor/Staff, she is particularly suited to representing women, not only within iGGi but also in games research as a whole. Included in the iGGi WIG team will be any interested PGRs who we will introduce in one of the forthcoming iGGi News articles, so, watch this space! If you as an iGGi PGR are interested in joining in, please let iGGi Admin know. (Note: You don’t have to identify as female to become a WIG Ambassador.) Here’s also a general link to this month’s WIG July Newsletter And finally, a big THANKS goes to the WIG Team who have been amazingly supportive already. We look forward to many years of collaboration ahead of us! Previous 20 Jul 2023 Next
- MultiTree MCTS in Tabletop Games
< Back MultiTree MCTS in Tabletop Games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link
- Player Research
iGGi PhD Projects - listing iGGi PhD Projects 2023 Player Research This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Player Research Modelling the interactions in metaverse videogames This project will seek to inform AR and VR enabled videogames by analysing existing online platforms supporting these technologies. Price Player Research Duration Ignacio Castro Read More Load More
- Rinascimento: Optimising statistical forward planning agents for playing splendor
< Back Rinascimento: Optimising statistical forward planning agents for playing splendor Link Author(s) I Bravi, D Perez-Liebana, SM Lucas, J Liu Abstract More info TBA Link










