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- Rolling horizon evolution enhancements in general video game playing
< Back Rolling horizon evolution enhancements in general video game playing Link Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts
< Back What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts Link Author(s) S McDougall, I Reppa, J Kulik, A Taylor Abstract More info TBA Link
- Evolving Perception for Game Agents | iGGi PhD
Evolving Perception for Game Agents Theme Game AI Project proposed & supervised by Alex Wade, Peter Cowling To discuss whether this project could become your PhD proposal please email: alex.wade@york.ac.uk < Back Evolving Perception for Game Agents Project proposal abstract: How does perception emerge? Hugely successful approaches to creating AI game playing agents such as MuZero, AlphaGo and AlphaStar learn the action to take in each state alongside a representation of the world to aid learning. For MuZero, AlphaGo and AlphaStar the representation is a prior distribution on how promising each move is in a given board position. The prior distribution can be seen as a highly effective way to perceive and simplify the game world, for greater decision-making fitness. In this project we will create game agents, for open world games such as Minecraft, which start from rudimentary sensors and simultaneously evolve a world representation while learning to make decisions leading to high fitness in the game world. We will investigate important scientific questions about how perception has evolved in humans, alongside creating interesting agents which might exhibit very weird and "alien" behaviours. Our internal representation of the world is conditioned both by evolution (for example, the physiology of the eye and brain) and also by learned experience. What sorts of perceptual systems might artificial agents develop in a simulated world? In this project we will develop simple 'open world' games into which we will release software agents with rudimentary sensory systems, possibly alongside human-controlled agents. These agents will be able to sense their world but not, initially, to perceive it (since perception is a combination of sensing and interpretation ). Both the sensory apparatus and the structure of the machine learning networks will be free to evolve (through genetic algorithms and reinforcement learning). Each generation will need to undergo a period of 'development' to train its networks on the current environment. We seek a motivated and talented student with a creative approach to research and skills in some of AI/machine learning, programming/game design, psychology/neuroscience and data analysis, and a willingness to learn new skills as necessary. Some travel to other international labs with an interest in this space may be possible. Supervisor: Alex Wade , Peter Cowling Based at:
- Safe In Our World
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. Safe In Our World
- VERTIGØ: visualisation of rolling horizon evolutionary algorithms in GVGAI
< Back VERTIGØ: visualisation of rolling horizon evolutionary algorithms in GVGAI Link Author(s) R Gaina, S Lucas, D Perez-Liebana Abstract More info TBA Link
- Georgia Institute of Technology
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. Georgia Institute of Technology
- Building Player Profiles in Mobile Monetisation: A Machine Learning Approach | iGGi PhD
Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Theme Game Data Project proposed & supervised by David Zendle To discuss whether this project could become your PhD proposal please email: david.zendle@york.ac.uk < Back Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Project proposal abstract: This project aims to use machine learning techniques to segment and profile mobile gamers in terms of their in-game spending. Estimates suggest that more than 2.6bn people play mobile games globally; that more than 80 billion mobile games are downloaded annually; and that mobile gaming accounts for almost $100bn in transactions every year. Despite the profitability of mobile gaming, little is known about how different kinds of players spend money in mobile games. Informal theories regarding specific differences in gaming are widely espoused: one influential model, for example, posits the existence of a small but profitable layer of heavily-involved 'whales', and much larger groups of smaller-spending 'dolphins' and 'minnows'. However, it is unclear whether this structure really does explain the monetisation of most games; and whether monetisation may vary between games; and between cultural contexts. In this project, we will take a data-driven approach, and apply a variety of machine learning techniques to large datasets of real player transactions. By both applying and developing algorithmic techniques for the analysis of such data, we will help build an understanding of how in-game spending may be profiled. This project would suit a machine learning specialist; a quantitative social scientist, or a data scientist wishing to do impactful work. It will be supervised by David Zendle, one of the world's leading experts on video game monetisation, and may involve one or more industrial partners who will share player data for the project. Supervisor: David Zendle Based at:
- A comparison of the effects of haptic and visual feedback on presence in virtual reality
< Back A comparison of the effects of haptic and visual feedback on presence in virtual reality Link Author(s) JK Gibbs, M Gillies, X Pan Abstract More info TBA Link
- HandCircus
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. HandCircus
- Rinascimento: Playing Splendor-Like Games With Event-Value Functions
< Back Rinascimento: Playing Splendor-Like Games With Event-Value Functions Link Author(s) I Bravi, S Lucas Abstract More info TBA Link
- XAIxArts Manifesto: Explainable AI for the Arts
< Back XAIxArts Manifesto: Explainable AI for the Arts Link Author(s) N Bryan-Kinns, SJ Zheng, F Castro, M Lewis, JR Chang, G Vigliensoni, ... Abstract More info TBA Link
- BlitzGame Studios
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. BlitzGame Studios






