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  • Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime

    < Back Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime Link Author(s) D Zendle, C Flick, D Hargarth, N Ballou, J Cutting, A Drachen Abstract More info TBA Link

  • Making Something Out of Nothing: Monte Carlo Graph Search in Sparse Reward Environments

    < Back Making Something Out of Nothing: Monte Carlo Graph Search in Sparse Reward Environments Link Author(s) M Tot, M Conserva, S Devlin, DP Liebana Abstract More info TBA Link

  • Player Expectations of Strategy Game AI

    < Back Player Expectations of Strategy Game AI Link Author(s) D Gomme Abstract More info TBA Link

  • Tools To Adjust Tension And Suspense In Strategy Games: An Investigation

    < Back Tools To Adjust Tension And Suspense In Strategy Games: An Investigation Link Author(s) D Gomme, R Bartle Abstract More info TBA Link

  • Places That Don't Exist | iGGi PhD

    Places That Don't Exist Theme Immersive Technology Project proposed & supervised by William Smith To discuss whether this project could become your PhD proposal please email: william.smith@york.ac.uk < Back Places That Don't Exist Project proposal abstract: Imagine playing a video game inside your favourite movie, with scenes from the movie exactly recreated in all their detail. Or playing a game at a historical site, building or city that has since been destroyed, with photorealistic appearance as it would have appeared. The goal of this project is to combine state-of-the-art 3D computer vision and procedural content generation to create game-ready scene models and assets from movies, contemporary photos, plans or works of art. 3D reconstruction techniques such as structure-from-motion or deep monocular depth estimation can be used to reconstruct raw models of the observed part of the scene. Deep learning based methods will then be used to extrapolate and clean the models to produce complete scene layouts with photoreal textures. Sample References: https://github.com/skanti/scenecad https://github.com/nianticlabs/monodepth2 Supervisor: William Smith Based at:

  • Self-adaptive MCTS for General Video Game Playing

    < Back Self-adaptive MCTS for General Video Game Playing Link Author(s) CF Sironi, J Liu, D Perez-Liebana, RD Gaina, I Bravi, SM Lucas, ... Abstract More info TBA Link

  • Stainless Games Limited

    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. Stainless Games Limited

  • World and human action models towards gameplay ideation

    < Back World and human action models towards gameplay ideation Link Author(s) A Kanervisto, D Bignell, LY Wen, M Grayson, R Georgescu, ... Abstract More info TBA Link

  • How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance

    < Back How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance Link Author(s) D Kao, N Ballou, K Gerling, H Breitsohl, S Deterding Abstract More info TBA Link

  • 2021 iGGi Brochure | iGGi PhD

    < Back 2021 iGGi Brochure Out now! The 2021 iGGi Brochure * lists profiles of all iGGi Researchers who actively participated in this year's iGGi Conference. Browse the linked pdf version (as well as the Students page on this site, of course) to find out more about individual iGGi PhD's current research. *Brochure design/layout by Timea Farkas Previous 8 Oct 2021 Next

  • 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

  • MEG adaptation resolves the spatiotemporal characteristics of face-sensitive brain responses

    < Back MEG adaptation resolves the spatiotemporal characteristics of face-sensitive brain responses Link Author(s) MIG Simpson, SR Johnson, G Prendergast, AV Kokkinakis, E Johnson, ... Abstract More info TBA Link

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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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