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  • Kevin Denamganai

    < Back Dr Kevin Denamganaï University of York iGGi Alum Available for post-PhD position After graduating as an Engineer from the Ecole Nationale Supérieure de l'Electronique et de ses Applications (ENSEA), France, with two double-degree diplomas, a MEng in Electrical Engineering and Information Science from the Osaka Prefecture University (OPU), Japan, and a MRes in Artificial Intelligence and Robotics from the Université de Cergy-Pontoise (UCP), France, Kevin Denamganaï spent a year accumulating experience as a Robotics & Machine Learning freelancer. He is now putting those skills at use in the IGGI PhD program, that, among other things, gives him the opportunity to reunite with video games. Indeed, it was thanks to a keen interest towards video game creation that he started learning programming around 12. His research interests are about everything psychology, neuroscience, AI, (deep) reinforcement/imitation learning, robotics, and natural/artificial language emergence and understanding as well as human-computer interfaces, challenging the question what are the necessary components of artificial agents to be able to converse with human-beings in an engaging manner and to be able to cooperate with them towards a pre-defined goal, e.g. clearing a level in a given video game. kevin.denamganai@york.ac.uk Email Mastodon https://kevindenamganai.netlify.app/ Other links Website LinkedIn BlueSky https://github.com/Near32/ Github Supervisor(s): Dr James Walker Featured Publication(s): ETHER: Aligning Emergent Communication for Hindsight Experience Replay Visual Referential Games Further the Emergence of Disentangled Representations Meta-Referential Games to Learn Compositional Learning Behaviours A comparison of self-play algorithms under a generalized framework On (Emergent) Systematic Generalisation and Compositionality in Visual Referential Games with Straight-Through Gumbel-Softmax Estimator ReferentialGym: A Nomenclature and Framework for Language Emergence & Grounding in (Visual) Referential Games A generalized framework for self-play training Coupled Kuramoto oscillator-based control laws for both formation and obstacle avoidance control of two-wheeled mobile robots Obstacle avoidance control law for two-wheeled mobile robots controlled by oscillators Themes Game AI - Previous Next

  • dr-raluca-gaina

    < Back Dr Raluca Gaina Queen Mary University of London iGGi Outreach Coordinator iGGi Alum + Supervisor Dr Raluca D. Gaina is currently a Lecturer in Game AI at Queen Mary University of London, where she obtained her Ph.D. in Intelligent Games and Games Intelligence in May 2021 (in the area of rolling horizon evolution in general video game playing). She completed a B.Sc. and M.Sc. in Computer Games at the University of Essex in 2015 and 2016, respectively. In 2018, she did a 3-month internship at Microsoft Research Cambridge, working on the Multi-Agent Reinforcement Learning in Malmo Competition (MARLO). She was the track organiser of the Two-Player General Video Game AI Competition (GVGAI) 2016-2019 and was the Vice-Chair for Conferences of the IEEE CIS Games Technical Committee in 2020. Her research interests include general video game playing AI, evolutionary algorithms, and tabletop games. r.d.gaina@qmul.ac.uk Email Mastodon https://rdgain.github.io/ Other links Website https://www.linkedin.com/in/raluca-gaina-347518114/ LinkedIn BlueSky https://www.github.com/rdgain Github Featured Publication(s): PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games The n-tuple bandit evolutionary algorithm for automatic game improvement Population seeding techniques for rolling horizon evolution in general video game playing Automatic Game Tuning for Strategic Diversity Analysis of vanilla rolling horizon evolution parameters in general video game playing General video game for 2 players: Framework and competition General Video Game Artificial Intelligence Playing with evolution Rolling horizon evolutionary algorithms for general video game playing Self-adaptive rolling horizon evolutionary algorithms for general video game playing Rolling Horizon NEAT for General Video Game Playing Frontiers of GVGAI Planning Planning in GVGAI Efficient heuristic policy optimisation for a challenging strategic card game General video game artificial intelligence Optimising level generators for general video game AI 'Did you hear that?' Learning to play video games from audio cues Project Thyia: A forever gameplayer Tackling sparse rewards in real-time games with statistical forward planning methods General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition VERTIGØ: visualisation of rolling horizon evolutionary algorithms in GVGAI General win prediction from agent experience League of Legends: A Study of Early Game Impact Self-adaptive MCTS for General Video Game Playing The 2016 two-player gvgai competition Introducing real world physics and macro-actions to general video game AI Rolling horizon evolution enhancements in general video game playing Learning local forward models on unforgiving games Themes Game AI - Previous Next

  • Younes Rabii

    < Back Younès Rabii Queen Mary University of London iGGi PG Researcher Available for post-PhD position Younès is an awarded game designer and generative AI researcher. Their current research is concerned with the relationship between a game's rules, its narrative, and how to build AI systems that can understand these relationships, manipulate them, and invent new ones. Younès also has been a game developer for the past 10 years. They specialize in crafting new forms of play and making it accessible for their peers. Their work has been previously exposed in the French embassies and international conferences like the Game Developers Conference, the Gamedevs of Color Expo and the A MAZE Festival. A description of Younès' research: Younès' research goal is to bring to video games some of the most interesting properties of roleplaying games: their ability to trust every player with building a part of the game, and their ability to generate both new narrative and gameplay on the fly. Younès is working both on the AI techniques needed to allow that, and how to design the social spaces around those games in a way that won't hurt players or abuse creators. For the end of their PhD, Younès is designing a prototype in that new genre, counting among the first games to contain a form of Live Automated Game Design. yrabii.eggs@gmail.com Email Mastodon http://pyrofoux.itch.io/ Other links Website https://www.linkedin.com/in/youn%C3%A8s-rabii-755717185/ LinkedIn BlueSky https://github.com/pyrofoux Github Supervisor(s): Dr Mike Cook Dr Jeremy Gow Featured Publication(s): " Hunt Takes Hare": Theming Games Through Game-Word Vector Translation Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation Revealing game dynamics via word embeddings of gameplay data Themes Creative Computing Design & Development Game AI - Previous Next

  • Janet Gibbs

    < Back Janet Gibbs Goldsmiths iGGi Alum Janet is exploring how multi-modal perceptual feedback contributes to a player's sense of presence in the virtual world. Jaron Lanier described Virtual Reality (VR) as the substitution of the interface between a person and their physical environment with an interface to a simulated environment. This interface is of particular significance in understanding how presence depends on the nature, extent and veridicality of our sensorimotor interaction with the virtual environment, and how that relates to our normal engagement with the real world. In practice, only selected parts of the interface are substituted - we are never fully removed from our physical environment. Our perceptual apparatus evolved to make sense of changing sensations in multiple modalities originating naturally and coherently from the same event or percept. By contrast, in VR, individually crafted feedback using different technologies for each modality are coordinated to appear as if from a single source. VR benefits from a long history of visual and audio technologies, developed in harness for virtual experiences from cinema to computer games. Haptics is a relative newcomer that must be blended with them to create coherent multimodal perceptual experiences. Additionally, haptics is closely related to proprioception, and to the wide range of tactile senses—texture, heat, pain etc—that current VR systems do not address. Building on sensorimotor theory of perception, Janet aims to establish how our perceptual system responds to multi-modal feedback that almost, but not quite, matches what we are used to, in making sense of the simulated environment of VR. JGIBB016@gold.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Featured Publication(s): Investigating Sensorimotor Contingencies in the Enactive Interface A comparison of the effects of haptic and visual feedback on presence in virtual reality Novel Player Experience with Sensory Substitution and Augmentation Investigating sensorimotor contingencies in the enactive interface Themes - 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 Mastodon Other links Website LinkedIn BlueSky Github 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

  • Dr Tom Collins

    < Back Dr Tom Collins University of York Supervisor Tom runs the Music Computing and Psychology Lab in the Music Department at University of York, and so makes a good supervisor for game audio projects, but he has wider interests in media (e.g., podcasts) and sport (especially football), and in sport how AI can be leveraged to enhance analytics that lead to new insights into, and competitive advantages in, individual and team performance. Tom is internationally recognised for his work in automatic music generation, web systems for music, and information retrieval. His research has been featured by the BBC (BBC Click), The Times, and Financial Times among others. Tom is interested in supervising students who have a background in at least one of the following areas, and who are interested in acquiring knowledge of the others: Data science and machine learning (especially deep learning); One of music, podcasts, or sport; Software engineering (especially full-stack JavaScript development). tom.collins@york.ac.uk Email Mastodon https://tomcollinsresearch.net Other links Website LinkedIn BlueSky Github Themes Esports Game AI Game Audio Game Data Player Research - Previous Next

  • Michael John Saiger

    < Back Dr Michael Saiger University of York iGGi Alum Michael is a game design researcher investigating how we engage players (particularly young people) in the design and development of applied games. He has facilitated co-design workshops across health and education research, designing solutions to research problems. Most recently, he was employed as a game design researcher on an ESRC funded project to design and evaluate a game for teacher recruitment. A description of Michael's research: Michael's research involves the facilitation and involvement of children and young people in the design of mental health games. Through their research, they have co-designed mental health prototypes and explored the factors to impact participation and engagement. Their research has highlighted how there are facilitation barriers and shifts in participant preferences towards how young people want to interact during co-design. michael.saiger@york.ac.uk Email https://linktr.ee/MichaelJohnSaiger Mastodon https://micia1592.wixsite.com/mikethingsbetter Other links Website https://www.linkedin.com/in/mjsaiger/ LinkedIn BlueSky Github Supervisors: Dr Joe Cutting Prof. Sebastian Deterding Dr Lina Gega Featured Publication(s): Use of Technology in Brief Interventions How Do We Engage Children and Young People in the Design and Development Of Mental Health Games Children and Young People's Involvement in Designing Applied Games: Scoping Review What Factors Do Players Perceive as Methods of Retention in Battle Royale Games? Themes Applied Games Design & Development Player Research - Previous Next

  • Dr Cade McCall

    < Back Dr Cade McCall University of York Supervisor Cade McCall is an experimental psychologist. He uses games and virtual environments to study emotion, cognition, and behaviour during threatening experiences. His work explores how threat unfolds over time as revealed by dynamics in motion tracking data, psychophysiological measures, and experience-sampling. McCall is interested in supervising projects with a psychological focus, including: ● human interactions with autonomous systems ● the use of games to manipulate emotions ● social interactions within games Research themes: Games with a purpose Player experience Game analytics cade.mccall@york.ac.uk Email Mastodon https://www.york.ac.uk/psychology/staff/academicstaff/cm1582/#research-content Other links Website LinkedIn BlueSky Github Themes Applied Games Game Data Player Research - Previous Next

  • Dr Tony Stockman

    < Back Dr Tony Stockman Queen Mary University of London Supervisor Dr Stockman is an interaction designer/researcher who investigates how technology can enhance accessibility and improve human performance. He is particularly interested in technology to support spatial cognition and wayfinding, health monitoring and improve performance levels in sport and music. This includes the role of games in simulating these domains and supporting skill acquisition and enhanced performance. He is a Board member and former president of the International Community for Auditory Display ( www.icad.org ). He has organised 6 international workshops on a range of HCI topics, and has been on the organising committee of 10 international HCI-related conferences. Topics on which he has recently published include participatory design and prototyping, auditory overviews for route guidance, self monitoring of biological signals and accessible collaborative working. He is particularly interested in supervising students with a Computer Science, Electrical Engineering, HCI, or behavioural sciences background on the following topics: Simulation to support accessibility and skill acquisition in team sports Intelligent audio mostly games to support learning Intelligent Audio or audio-haptic approaches to health monitoring and biofeedback Intelligent systems to support individual or collaborative music making Research themes: Intelligent simulation systems Interaction design for simulated sports Game Audio and Music Game Design Games with a Purpose t.stockman@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes Applied Games Design & Development Esports Game AI Game Audio Player Research - Previous Next

  • Peter York

    < Back Peter York University of York iGGi Alum PhD student working in analytics and machine learning for esports broadcast and understanding. In particular working with Weavr on various projects related to broadcast and learning tools for Dota 2. Please note: Updating of profile text in progress Email Mastodon https://pete-york.github.io Other links Website LinkedIn BlueSky Github Featured Publication(s): Data-Driven Audience Experiences in Esports Metagaming and metagames in Esports DAX: Data-Driven Audience Experiences in Esports A generalized framework for self-play training Themes Esports Game AI - Previous Next

  • Prof Alex Wade

    < Back Prof. Alex Wade University of York Supervisor Alex Wade is a psychologist working in the field of human cognitive neuroscience. He uses a combination of structural and functional brain imaging, electrophysiology, psychophysics and big data analysis to ask how we see, solve problems and make decisions. His most recent work in the domain of video games focuses on what we can learn about global cognitive health and player personality from the analysis of large MOBA datasets in collaboration with Riot games (League of Legends). He is particularly interested in supervising students with a psychology or neuroscience background in the areas of: Using commercial video games to measure cognition and personality How the brain responds to solo- and group gameplay Can we use video games to monitor and modify real-world cognition, behaviour and mental health Research themes: Game Analytics Games with a Purpose Computational Creativity E-Sports Player Experience The neuroscience of gaming alex.wade@york.ac.uk Email Mastodon https://www.york.ac.uk/psychology/staff/academicstaff/alex-wade/ Other links Website LinkedIn BlueSky Github Themes Applied Games Creative Computing Esports Game Data Player Research - Previous Next

  • Toby Best

    < Back Toby Best Queen Mary University of London iGGi PG Researcher Available for placement Toby has always held video games as an integral part of his livelihood, ever since catching his first Pokémon on the Game Boy Color. The ever-developing evolution of technology, from the humble NES and R.O.B. preventing the video game market crash in 1983, to the Wii’s motion controls, to augmented and virtual reality today, has been a key inspiration, and one of the reasons why he studied Mathematical Computation at University College London. He also has a keen interest in tabletop roleplaying games, such as Dungeons & Dragons and Pathfinder. His research interests involve the potential of combining roleplaying games' collective storytelling and interactive narrative with the power of artificial intelligence and deep learning. A description of Toby's research: Artificial Intelligence is the field of creating digital agents capable of decision-making and rational thought to fulfil a core goal or aspect. For tabletop and video games, an implemented AI would attempt to ‘solve’ the game by finding optimal winning strategies. However, tabletop role-playing games (TTRPGs) are driven by the power of collective storytelling and interactive narrative, as opposed to set rules, and therefore have a more open-ended goal - maximising player enjoyment for all participants. This involves a Game Master (GM) player as both narrator and referee, controlling the non-playable characters (NPCs) and the campaign behind the screen, whereas players usually control one player character (PC) each to interact with the world. There is no ‘failure’ state compared to traditional games, as campaigns can continue until players lose interest or the narrative is ‘complete’; even all PCs dying (known as a total party kill) can drive the narrative in a new direction. This project aims to study and piece together the different elements that would go into a Game Master AI, building on current state-of-the-art game-playing AI, such as Director AIs in games such as Valve’s ‘Left 4 Dead’, and studying the implications of such developments for players and game designers alike. For example, whether it could replicate the playing experiences of a human GM as a replacement, or enhance the experience by working with a human GM. t.j.best@qmul.ac.uk Email Mastodon https://l0rdr0b.github.io/ Other links Website https://www.linkedin.com/in/toby-best-776336136/ LinkedIn BlueSky https://github.com/L0RDR0B Github Supervisors: Dr Alena Denisova Dr Raluca Gaina Prof. Simon Lucas Featured Publication(s): "Journeys in the Dark"-Towards Game Master AI in Complex Board Games Why Choose You?-Exploring Attitudes Towards Starter Pokémon Themes Design & Development Game AI Player Research Previous Next

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