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  • Training | iGGi PhD

    Training iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. Training The training programme is an essential part of the iGGi PhD. It helps students acquire the knowledge and skills they need to do great research -- research that can change both video games and wider society. The programme has a practical focus on the design and development of games. By deepening our PGRs' understanding of games, we aim to motivate and enable PhD research that has real relevance to how games are made and played. Page Index: The Modules - Bringing Researchers Together - Training Requirements The Modules Because iGGi offers a four year PhD programme, the PG Researchers (PGRs) are able to commit substantial time to this training during their first year. There are four modules, with delivery shared by the University of York and Queen Mary University of London: Game Design (York) PGRs learn how to conceive, design, prototype and playtest their own games, be it for entertainment or a 'serious' purpose like health, education, or research. Game Development (QMUL) The module provides hands-on training developing video games using industry-standard game engines. iGGi PGRs work together to prototype a new game in one week . It also introduces a range of state-of-the-art technologies for game development, such as novel interaction techniques, AI opponents and collaborators, and procedural content generation. Methods and Data (York) PGRs learn various methods for empirically studying games and players, including standard HCI methods and data science techniques for gaining insights from large game data sets. Research Impact & Engagement (QMUL) PGRs learn how to engage industry, players, and other societal stakeholders early on in their research, how to conduct responsible research and innovation that is overall beneficial to human wellbeing, and how to present their work online, to the media, and industry. Video Placeholder - to display Game Dev YouTube playlist >> For iGGi news and updates, including event announcements, follow us on social media Bringing Researchers Together A key aim of this training is to bring new researchers together as a well-connected cohort who will carry on learning from, and supporting each other throughout their studies. This has helped us build a strong iGGi community of researchers across four universities and multiple research fields, with a common goal of doing world class PhD research on games. Each module is delivered in two two-week blocks, with the exception of the remotely-supervised individual project. Six weeks of the training takes place in the Autumn of the first year, and another eight weeks is scheduled throughout the rest of first year. For researchers in receipt of an iGGi EPSRC studentship, travel and accommodation is provided for York researchers to study in London, and vice versa. Training Requirements Completing the training programme, including passing the modules, is a compulsory part of the iGGi PhD programme. The Game Development module does assume some knowledge of programming, at least the equivalent of an introductory class.

  • Game AI

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Game AI 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 Game AI Automatic Evaluation of Tabletop Games This project proposal aims to research and develop methods to accurately evaluate the impact of modern Tabletop Games components in different aspects of gameplay. Price Game AI Duration Diego Pérez-Liébana Read More Game AI Principled and Scalable Exploration Techniques for Reinforcement Learning In this project, you will develop principled and scalable exploration techniques based on reducing model uncertainty. Price Game AI Duration Paulo Rauber Read More Game AI Evolving Perception for Game Agents This project will investigate game agents in open world games which evolve their senses and world representation alongside learning what actions to take in each state. We will evolve game agents with highly alien behaviours which nevertheless have high fitness in the open world environment, while investigating important scientific questions about how senses and world representations evolved in humans. Price Game AI Duration Alex Wade, Peter Cowling Read More Load More

  • Examining the effects of video game difficulty adaptation on performance and player experience

    < Back Examining the effects of video game difficulty adaptation on performance and player experience Link Author(s) M Frister, P Cairns, F McNab Abstract More info TBA Link

  • Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games

    < Back Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games Link Author(s) M Frister Abstract More info TBA Link

  • Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training

    < Back Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training Link Author(s) T Collingwoode-Williams, M Gillies, P Nambyiah, C Fertleman, X Pan Abstract More info TBA Link

  • Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks

    < Back Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks Link Author(s) V Bonometti, MJ Ruiz, A Drachen, A Wade 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

  • Sonifying energy consumption using SpecSinGAN

    < Back Sonifying energy consumption using SpecSinGAN Link Author(s) S Pauletto, A Barahona-Rios, V Madaghiele, Y Seznec Abstract More info TBA Link

  • Forging new narratives

    < Back Forging new narratives Link Author(s) NB Ben-Meir, L Dudek, Tomica, A Wilson Abstract More info TBA Link

  • On (Emergent) Systematic Generalisation and Compositionality in Visual Referential Games with Straight-Through Gumbel-Softmax Estimator

    < Back On (Emergent) Systematic Generalisation and Compositionality in Visual Referential Games with Straight-Through Gumbel-Softmax Estimator Link Author(s) K Denamganaï, JA Walker Abstract More info TBA Link

  • NATS - iGGi Collaboration showcased at NATS Research Conference | iGGi PhD

    < Back NATS - iGGi Collaboration showcased at NATS Research Conference A recent collaboration between the University of York and NATS, the UK's leading provider of air traffic control services, is being shown at NATS’ Virtual Research Collaboration Conference . The 6-month A2URE project investigated what a suitable methodology for the development and approval of decision-making automation in Air Traffic Control operations would look like. Alongside this, what changes would be required to operational procedures and policies were considered. Nathan Hughes , a third year IGGI student, worked with NATS to produce three reports for the project. The first considered how current safety assurance processes for changes introduced to the Air Traffic Management (ATM) system could be applied to decision-making automation. The second summarised the factors commonly seen in controller-automation interactions. The final report described a new methodology for designing and developing automated decision-making tools, which could also provide evidence of safety assurance, validation and verification. Alongside these reports, two workshops were run internally to gain feedback from NATS experts, with attendees from the departments of safety assurance, validation, and human performance. The project aims to support future research into introducing decision-making automation to ATM, including the continued development of procedures and policies as more automation is introduced. Find link to the project summary here: https://i.nats.aero/rc21/site/automation/a2ure/ and the project's video for the exhibition below: The exhibition continues until 15 October 2021. Follow this link to access the online venue: https://i.nats.aero/rc21/ Previous 1 Oct 2021 Next

  • Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality

    < Back Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality Link Author(s) J Ratcliffe, N Ballou, L Tokarchuk 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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