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  • Computational models for the analysis and synthesis of graffiti tag strokes

    < Back Computational models for the analysis and synthesis of graffiti tag strokes Link ​ Author(s) D Berio, FF Leymarie Abstract ​ More info TBA ​ Link

  • Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology

    < Back Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology Link ​ Author(s) K Worrall, T Collins Abstract ​ More info TBA ​ Link

  • Valkyrie

    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. Valkyrie

  • BiG

    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. BiG

  • Dr Diego Perez-Liebana

    < Back ​ Dr Diego Pérez-Liébana Queen Mary University of London iGGi Industry Liaison Supervisor ​ ​ Born in Madrid (Spain) and living in London (United Kingdom), I am a Senior Lecturer in Computer Games and Artificial Intelligence at Queen Mary University of London. I hold a PhD in Computer Science from the University of Essex (2015) and a Master degree in Computer Science from University Carlos III (Madrid, Spain; 2007). My research is centered in the application of Artificial Intelligence to games, Tree Search and Evolutionary Computation. At the moment, I am especially interested on General Video Game Playing and Strategy games, which involves the creation of content and agents that play any real-time game that is given to it, and research in Abstract Forward Models. I have recently been awarded with an EPSRC grant on Abstract Forward Models for Modern Games. I am author of more than 100 papers in the field of Game AI, published in the main conferences of the field of Computational Intelligence in Games and Evolutionary Computation. I have publications in highly respected journals such as IEEE TOG and TEVC. I have also organised international competitions for the Game AI research community, such as the Physical Travelling Salesman Competition, and the General Video Game AI Competition, held in IEEE (WCCI, CIG) and ACM (GECCO) International Conferences. I also experience in the videogames industry as a game programmer (Revistronic; Madrid, Spain), with titles published for both PC and consoles. I worked as a software engineer (Game Brains; Dublin, Ireland), where I oversaw the development of AI tools that can be applied to the latest industry videogames. I am particularly interested in supervising students with background on applications of Tree Search or Evolutionary Algorithms for strategy games. Research Themes: Game AI Rolling Horizon Evolutionary Algorithms. Monte Carlo Tree Search Statistical Forward Planning methods. Strategy Games. ​ diego.perez@qmul.ac.uk Email Mastodon https://diego-perez.net Other links Website https://www.linkedin.com/in/diegoperezliebana/ LinkedIn https://twitter.com/diego_pliebana Twitter https://github.com/diegopliebana Github ​ ​ Themes Game AI Game Data - Previous Next

  • Tamsin Isaac

    < Back ​ Tamsin Isaac University of York ​ iGGi PG Researcher ​ Available for placement Tamsin has been gaming since she was a child and got her first Gameboy. As a result, she has always been interested in how people interact with games and how playing games could help improve someone’s well-being. She achieved a BSc in Psychology and an MSc in Advanced Psychology from the University of Plymouth. In her free time, Tamsin has taught herself about coding and game design which led to her goal to explore how psychology can be applied to the designs of games and not just to how players interact with games. In her spare time, Tamsin likes to bake, read, and play all sorts of video games. She is currently determined to create a disengagement model that can be applied to Limited Timed Events in games. Having a disengagement model that offers useful accounts of player behaviour will give a clear understanding of why and when players disengage with games. Understanding how Limited Timed Events can re-engage players with digital games will help make games more engaging for players and lead to a better understanding of player experience. To achieve this goal, she is first focused on creating a taxonomy of Limited Time Events so that there is a consensus in the research on what components contribute to a Limited Time Event. This will allow for more in-depth research into the various components of Limited Time Events to discover their importance for player engagement. The taxonomy can then be used to investigate how Limited Time Events affect disengagement and if their design can be improved to limit disengagement and improve reengagement. This will not only help make digital games more engaging for players but will lead to a better understanding of player experience. ​ tamsin.isaac@york.ac.uk Email Mastodon Other links Website http://www.linkedin.com/in/tamsin-isaac-b88884139 LinkedIn Twitter Github Supervisor: Prof. Paul Cairns ​ Themes Applied Games Design & Development Player Research - Previous Next

  • Dr Soren Riis

    < Back ​ Dr Søren Riis Queen Mary University of London ​ Supervisor ​ ​ Søren Riis has more than 15 years of experience in teaching computability, complexity and the art of creating fast efficient algorithms. He has a strong interest in reinforcement learning and generative adversarial networks (GANs) related to strategy games. Riis has been actively involved in computer chess, and is listed on the wiki of influential people in chess programming https://www.chessprogramming.org/ Søren Riis is a strong player of strategy games including Chess, Shogi, Go and Bridge at an internal level. He has worked as a consultant for an AI company and is involved in applying deep learning for the card game of bridge. For the last 5 years he has been working on technical projects related to machine learning and reinforcement learning. He has practical experience and interest in scientific computing on super computers, and in creating C and C++ libraries to run from within python. Søren Riis is particularly interested in supervising students with a strong technical and/or maths background. Aptitude for strategy games with an interest in one the following ares is an advantage. Games requiring inductive reasoning combined with exploration. Hidden identity games (Werewolf, Resistance/Avalon, Mafia etc) Using GANs to sample realistic scenarios during gameplay Deep Reinforcement Learning in multi-agent strategy games Building and analysing games for investigating evolution of communication. Research themes: Game AI Game Design Game Creativity Games and mathematics ​ s.riis@qmul.ac.uk Email Mastodon https://www.eecs.qmul.ac.uk/profiles/riissoren.html Other links Website https://www.linkedin.com/soren-riis-13602117/ LinkedIn https://twitter.com/sorenmollerriis Twitter Github ​ ​ Themes Creative Computing Game AI Game Data - Previous Next

  • Believability Assessment and Modelling in Video Games

    < Back Believability Assessment and Modelling in Video Games Link ​ Author(s) C Pacheco Abstract ​ More info TBA ​ Link

  • Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism.

    < Back Learnings from the case Maple Refugee: A dystopian story of free-to-play, probability, and gamer consumer activism. Link ​ Author(s) S Park, LY Xiao, M Denoo, E Grosemans, E Petrovskaya, N Ballou Abstract ​ More info TBA ​ Link

  • Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)

    < Back Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) Link ​ Author(s) A Denisova, P Cairns, C Guckelsberger, D Zendle Abstract ​ More info TBA ​ Link

  • iGGi Seminar - Alexander Swords | iGGi PhD

    < Back iGGi Seminar - Alexander Swords Alexander Swords is visiting us at Empire House to speak about: Narrative Design of Totem Teller Wednesday, 22 June 2022 @ 16:00-17:30 Abstract Alexander Swords is the writer and narrative designer on the transmedia video game experience Totem Teller as well as the creator of The Forest Paths Method For Narrative Design. In this talk he’ll cover how the Method has been indispensable in the development of the game, bringing together the more tangible requirements of game development and the transcendental form on which the game is based. It will include a behind the scenes look at the narrative design patterns used in development, as well as footage of gameplay yet to be made public. Bio Alexander Swords is a writer and narrative designer working across emotional games, games for change, the adaptation and evolution of stories moving to new mediums, and advocating for the power of interactive narrative and the need for diverse future storytellers. With 20 years experience working with stories, creators, and their audiences, he’s currently wielding this experience as a writer and narrative design director on Totem Teller and Anytown: Garage Sale Monsters. He’s also the creator of the Forest Paths Method for Narrative Design; a structuralist approach to understanding story in an approachable and collaborative way. Moderated by Timea Farkas (iGGi PhD) For further info and/or if you are an iGGi-external who would like to attend, please contact s.binder@qmul.ac.uk ​ Previous 15 Jun 2022 Next

  • Beyond Playing to Win: Elicit General Gameplaying Agents with Distinct Behaviours to Assist Game Development and Testing

    < Back Beyond Playing to Win: Elicit General Gameplaying Agents with Distinct Behaviours to Assist Game Development and Testing Link ​ Author(s) C Guerrero Romero Abstract ​ More info TBA ​ Link

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