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- iGGi Unconference Group Outcomes (List) | iGGi PhD
iGGi Unconference Group Outcomes (List) 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. iGGi Research Retreat "Unconference" Since Summer 2024, iGGi has been running a "Research Retreat" (aka "Unconference") at a secluded cottage village in Derbyshire. We gather 30 people made up of iGGi PGRs, Alumni, Staff and Industry Partners and ask: What are the nagging questions from your PhD research (or, for industry partners: in your work or from your pet project) where you could use new eyes and approaches? What are the most intriguing research questions in your area? What ideas has your research/work/hobby thrown up that you'd love to take a closer look at? What are the key research ideas and questions in other areas? The ideas to be explored emerge during the retreat: Everyone can propose an idea/topic/"problem", and participants then choose which small group they would like to join to explore further. To play with new ideas. Below you can find a selection of group outcomes from the 2025 iGGi Unconference iGGi Research Retreat "Unconference" August 2025 The Future of AI This group discussed what the "future of AI" might look like, how it will change us as a society and what possibilities it could create. Read More iGGi Research Retreat "Unconference" August 2025 Social Simulation Game on a Graph / Network This group started off with the idea of a cellular automaton and set off to investigat how such a simple structure could be rendered as a playable simulation of social dynamics. Read More iGGi Research Retreat "Unconference" August 2025 Generative AI, Abstraction and Epistemology This group tried to come up with the skeleton of a short presentation for technologists in the former CIS region about the topic. Read More iGGi Research Retreat "Unconference" August 2025 Trust and Freedom in Transformative Games This group discussed how games build or break trust and the factors involved in creating tustworthy games. Read More
- iGGi Publications
Publications (All) 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. iGGi Publications Filter by iGGi Theme Accessibility Applied Games Creative Computing Design & Development Esports Game AI Game Audio Game Data Games Business Immersive Technology NLP Player Research Filter by iGGi Author Select iGGi Author Filter by Publication Year Select year Filter by Publication Type Select Publication Type Building collaborative digital behavioural science: A cross-sector agenda from video games research S Norwood, N Ballou, T Földes, T Hakman, K Mansfield, M Vuorre, ... Open Science Framework, 2026 Dr Nick Ballou View Details All BANG, little buck: Need-related experiences are weakly linked with behavior in the video game domain N Ballou, TA Földes, M Vuorre, T Hakman, K Magnusson, AK Przybylski Open Science Framework, 2026 Dr Nick Ballou View Details From Breakups to Lethargy: Player Accounts of Third Variables Affecting Video Game Playtime and Wellbeing N Ballou, T Földes, T Hakman, AK Przybylski Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems Dr Nick Ballou View Details POD/Post-anthropocentric design: World Oceans Day 2022 D Barrios-O'Neill, C Jarvis, N Binyamini Ben Meir, C Ramirez-Figueroa Nirit Binyamini Ben Meir View Details Tiny Moves: Game-based Hypothesis Refinement A Dobrowolska, R Hintzen, M Balla, K Gemayel, S Reichert, T Charman, ... arXiv preprint arXiv:2602.09801, 2026 Dr Martin Balla View Details Gaze for Dyads & Blinks for Triads: Task Engagement Predictors in Free-Flow VR Interactions C Gonzalez Diaz, GC Dobre, E Andre, C Conati 2026 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR) Dr Cristina Dobre View Details Tired and Wired: Sleep Deprivation Prevents Affective Renormalisation During Exposure to Ambiguous Threat E Sullivan, C McCall, M Croissant, LM Henderson, G Schofield, S Cairney Sleep Medicine 138, 107678, 2026 Dr Maximilian Croissant View Details Player Discretion is Advised: Designing for Rule-Changing Play D BALCI, J Iacovides, B Kirman Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems Doruk Balcı View Details Beyond the Spotlight: Co-Designing AI for Theatre Audience Communication A Pedrassoli Chitayat, S Carter, BA Robertson, J Hook Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems Dr Alan Pedrassoli Chitayat View Details Post-anthropocentric design lab (PADLab). D Barrios-O'Neill, M Pauzner, O Kutok, O Stadnuk, N Binyamini Ben Meir, ... Nirit Binyamini Ben Meir View Details Self-determination theory in HCI: advancing the field Nick Ballou, Dorian Peters, Gabriela Villalobos-Zúñiga, Elisa D Mekler, Rafael A Calvo, Sebastian Deterding Interacting with Computers 38 (3), 331-341, 2026 Dr Nick Ballou View Details Awareness and Use of Open Research Practices: An International Survey of Researchers Across Disciplines UI Leads, CR Pennington, E Norris, M Skubera, Y Ba, R Moffat, ... Dr Nick Ballou View Details Language Model Inversion through End-to-End Differentiation KY Denamganaï, K Subr arXiv preprint arXiv:2602.11044, 2026 Dr Kevin Denamganaï View Details Disability tax in gacha games: the social cost of hidden expenses. C Deery, F Foffano Abstract Proceedings of GachaCon 2026: Genshin Impact, 2026 Francesca Foffano View Details RESP: Reference-guided Sequential Prompting for Visual Glitch Detection in Video Games Y Yu, A Wiens, A Barahona-Ríos, B Wilkins, S Zadtootaghaj, N Barman, ... arXiv preprint arXiv:2604.11082, 2026 Dr Adrián Barahona-Ríos View Details Statistical Forward Planning Algorithms SM Lucas, J Goodman, M Tot Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2025 Dr Marko Tot View Details World and human action models towards gameplay ideation A Kanervisto, D Bignell, LY Wen, M Grayson, R Georgescu, ... Nature 638 (8051), 656-663, 2025 Dr Marko Tot View Details Fundamental Flaws in the Design and Reporting of Chew and Neo (2024) LY Xiao, N Ballou, C Eben Trends in Psychology, 1-12, 2025 Dr Nick Ballou View Details Exploring the player experience of people with persistent low mood L Helsby University of York, 2025 Dr Laura Helsby View Details Exploring the Possibility Space of 1 Billion Spells O Withington Proceedings of the 20th International Conference on the Foundations of Digital Games, 2025 Oliver Withington View Details "SAM"-School Attachment Monitor for the Assessment of Attachment in Children aged 4-8 MJ Saiger, Y Aleid, H Minnis, A Vinciarelli, S Brewster Proceedings of the 24th Interaction Design and Children, 752-756, 2025 Dr Michael Saiger View Details Cost-Effective Attention Mechanisms for Low Resource Settings: Necessity & Sufficiency of Linear Transformations P Hosseini, M Hosseini, I Castro, M Purver arXiv preprint arXiv:2403.01643, 2025 Peyman Hosseini View Details Bootstrap Your Own Teacher: Online Policy Distillation for Multi-Game Reinforcement Learning DJ Byrne, M Tot, P Duckworth, C Bonnet, A Laterre, TD Barrett 2025 IEEE Conference on Games (CoG), 1-8, 2025 Dr Marko Tot View Details Procedural Sonification of Environmental Phenomena for Realistic Sound Design D Menexopoulos International Conference on Auditory Display (ICAD), 2025 Dimitris Menexopoulos View Details Domestic Cultures of Plant Care: A Moss Terrarium Probe N. Binyamini Ben-Meir, P.G.T. Healey, S. Deterding Designing Interactive Systems Conference (DIS '25), 05-09 July 2025, Funchal, Portugal. ACM, New York, NY, USA 19 Pages Nirit Binyamini Ben Meir View Details View More
- partners
Partners (All) 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. iGGi Partners We are excited to be collaborating with a number of industry partners. iGGi works with industry in some of the following ways: Researcher Industry Knowledge Exchange - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the researcher and their industry partner. Researcher Sponsorship - for some of our researchers, 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! Check out our Industry Info page here to see these types of collaboration described in more detail. 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. 22 Cans AI and Games Autistica BT BetaJester Limited BiG BlitzGame Studios Bossa Studios British Broadcasting Corporation BBC British Games Institute (BGI) CBT Clinics COMIC Research Carnegie Mellon University Cooperative Innovations Creative AI Creative Assembly Die Gute Fabrik Digital Catapult Dubit Limited Durham University ESL UK Electronic Arts (EA) Enigmatic Studios Falmouth University Fluttermind LLC
- News (All) | iGGi PhD
News (All) 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. iGGi News 6 May 2026 iGGi - CDN Research Exchange & Writing Retreat, Norway The Center for Digital Narrative in Bergen hosted iGGi for a fabulously productive exchange between the two groups of PhD Researchers. Read the article for the full story! Read More 12 Sept 2025 iGGi Con 2025 Successfully Concluded! The world's favourite doctoral training programme has done it again! Its annual conference was held at York this week, and It's A Wrap! Read More 8 Jul 2025 Nirit Binyamini Ben-Meir wins Best Paper Award at DIS25 iGGi PGR wins Best Paper with their work on "Domestic Cultures of Plant Care: A Moss Terrarium Probe" Read More 23 Apr 2026 BiGGi Con 2026 - REGISTRATION NOW OPEN! Don't miss this year's iGGi Conference >> *BiGGi Con 2026* << 15-17 September 2026 at Queen Mary University of London Click the article for registration details! Read More 21 Aug 2025 iGGi Research Retreat "Unconference" at Darwin Lake in Derbyshire.... Read More 3 Jun 2025 UK Games Expo Birmingham For the first time running, iGGi had its own stand at the UK Games Expo in Birmingham this year! Read More 16 Jan 2026 iGGi Game Jam 2026 - we made it! The iGGi Game Jam 2026 successfully concluded today. With this year's theme in my mind: read on to try and get "the full picture" as best you can! Read More 10 Jul 2025 iGGi @ Develop:Brighton 2025 iGGi PGR Francesca Foffano delivered a captivating talk at Develop 2025. AND, for the 4th year running, iGGi featured on the Develop Expo with its own stand. This may have been our most successful year to date!! Read More 7 May 2025 iGGi Con 2025 - REGISTRATION NOW OPEN! We're excited to share that registrations for the upcoming iGGi Conference are now open! This year's iGGi Con takes place at the University of York, 10-11 September 2025. Read on for links and more info. Read More Load More
- Peyman Hosseini
< Back Peyman Hosseini Queen Mary University of London iGGi PG Researcher Peyman Hosseini is a PhD candidate working on Agentic AI and building on efficient solutions with small language models and post-training of large and small language models to enable these LLMs to be powerful on-device assistants. He has interned for the last 12 months at Samsung Research in the UK where he has led 3 paper sumbissions and 2 patent submissions on post training foundation models with reinforcement learning algorithms as well as building efficient on-device memory agents. A description of Peyman's research: Peyman's Rsearch targets post-training of foundation models, specifically large language models, to deliver personalized and powerful AI-powered solutions that are deployable on edge devices, such as mobile phones and personal computers. This is specifically important as Large Language Models (LLMs) are powerful yet impossible to deploy on edge-devices to their computational requirements. On the other hand, Small Language Models (SLMs), i.e., language models between 2-32B params, are more efficient but yet unable to handle complex tasks. Fine-tuning these models to work well in complicated setting enables a lot powerful, privacy-preserving AI-powered applicatios, such as personalized on-device recommendation systems and agents capable of memorizing users' habits and interests. Email s.hosseini@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr Ignacio Castro Prof. Matthew Purver Featured Publication(s): CG-TTRL: Context-Guided Test-Time Reinforcement Learning for On-Device Large Language Models Cost-Effective Attention Mechanisms for Low Resource Settings: Necessity & Sufficiency of Linear Transformations Efficient solutions for an intriguing failure of llms: Long context window does not mean LLMs can analyze long sequences flawlessly Brain Drain Optimization (BRADO) Algorithm to Solve Multi-Objective Expert Team Formation Problem in Social Networks You Need to Pay Better Attention: Rethinking the Mathematics of Attention Mechanism GeoPos: A Minimal Positional Encoding for Enhanced Fine-Grained Details in Image Synthesis Using Convolutional Neural Networks Lon-ea at SemEval-2023 Task 11: A Comparison of Activation Functions for Soft and Hard Label Prediction GRACER: Improving the Accuracy of RACER Classifier Using A Greedy Approach Themes Game AI Player Research - Previous Next
- iGGi @ Develop:Brighton 2024 | iGGi PhD
< Back iGGi @ Develop:Brighton 2024 Develop:Brighton 2024 Talks: iGGi featured with iGGi PG Researcher Dominik Jeurissen and his talk on " LLM Agents For QA - Potential & Limitations ". Please see our related article for further detail. iGGi @ Develop Expo: For the 3rd year running, the iGGi stand was present again on the Expo floor of the 2024 Develop:Brighton conference ! The Expo always takes place on Days 2+3 of the conference and is a popular networking platform for the game dev community. Attendees could drop by the iGGi stand to speak to one or more of the 25 iGGi PG Researchers and staff who came to Develop this year. As in previous years, iGGi was promoting the intersection between games industry and research and fostering collaboration links through knowledge exchanges that are mutually beneficial to both sides. Displays at the iGGi Stand: PG Researcher displays this year included Michael John Saiger 's Teach Quest (a serious game designed for teacher recruitment), Alan Pedrassoli Chitayat 's Win Condition (an ML-powered tool for professional esport broadcasters), Sarah Master 's Moth Magic (a "tiny retro pixel art game" with green development goals), Dominik Jeurissen 's NetPlay (the first LLM-powered zero-shot agent for the challenging roguelike NetHack), Alan Wallat's War of the Toads (a card game used by James Goodman in his research), and Nirit Binyamini Ben Meir 's and Erin Robinson 's Moss Project (an immersive art installation focused on creative plant-human interaction; see image below). Several senior iGGi PG Researchers and Alumni hosted their own session/event (or with their company) at/around Develop, e.g., Gorm Lai, Charline Foch, Tom Cole, Jozef Kulik - a warm thank you to all of them for keeping us in the loop about their work and particularly for supporting junior iGGis. iGGi Con 2024 + Expo: We also advertised our upcoming iGGi Conference 2024 (and Expo) which showcases our recent research as well as offering a valuable opportunity for dialogue between academia and industry. If you want take part in the iGGi Expo as an exhibitor, or to learn more about existing pathways of knowledge exchange between iGGi and games companies or other research organisations, you can check out our Industry Info + KE page , but we are also always open for new ideas and formats. Please do get in touch if you require any further information. iGGi Partners during Develop: A massive big THANKS from all of iGGi to the various iGGi Partners who either ran satellite events, came over to our stand, invited us to events, and/or showed their support in other ways. This includes Player Research (who hosted iGGi at their office and who also organised a fabulously informative Game Accessibility Gathering with/at Unity Technologies), Splash Damage, Safe In Our World, Women In Games, Game Republic, BiG, Square Enix, Keywords Studios, Meaning Machine, #RaiseTheGame /Ukie, and AI and Games/Tommy Thompson, all of which contributed greatly to the "Develop networking magic" by connecting us to relevant contacts and by spreading the word about iGGi. We are especially happy that Game Republic won the Develop Star Award for "Supporting Star" and Meaning Machine secured the People's Choice Award in the Indie Showcase with their game Dead Meat !! Both well deserved! Big CONGRATS from iGGi. Lastly, a sincere THANK YOU to the Develop organisers who make it happen every year and are doing such an amazing job at it. We can't wait to see everyone back together in 2025!! Previous 12 Jul 2024 Next
- Hardness in Markov Decision Processes: Theory and Practice
< Back Hardness in Markov Decision Processes: Theory and Practice Link Author(s) M Conserva, P Rauber Abstract More info TBA Link
- Speeding up genetic algorithm-based game balancing using fitness predictors
< Back Speeding up genetic algorithm-based game balancing using fitness predictors Link Author(s) M Morosan, R Poli Abstract More info TBA Link
- Pilar Zhang Qiu
< Back Pilar Zhang Qiu Queen Mary University of London iGGi Alum Pilar is a researcher with a background in Design Engineering. She has a keen interest in user experience and interaction, wearables and the use of cyber-physical systems in the medical field. Her PhD centres around the creation of play assessments for neuromotor conditions in children with cerebral palsy. This gravitates around the idea that better and more objective clinical data can be obtained through gamification of common assessments. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games - Previous Next
- iGGi Game Jam 2026 - we made it! | iGGi PhD
< Back iGGi Game Jam 2026 - we made it! iGGi successfully concluded what could potentially be its last ever Game Jam today! The number of groups this year totaled 11, creating a broad variety of games, but all based on this year’s theme: distortion -the action of distorting or the state of being distorted- -the action of giving a misleading account or impression- -change in the form of an electrical signal or sound wave during processing- As in previous Game Jams, groups could select one or two from a list of "qualifiers" to assist ideation and conceptualisation. Perhaps unsurprisingly, the most popular choice was " SurveyJunkie : Make a game using Qualtrics, Google forms or an equivalent" For the second consecutive time, the iGGi Game Jam (GJ) was running at a more leisurely pace giving groups an extra 24 hours on top of the customary 48 hour period between GJ start and submission (Tuesday to Thursday), and today's focus was entirely just on play testing, socialising and pure post-jam enjoyment. A special thank you goes to the "Friends of iGGi" who either participated in the jam actively or joined the final day's presentation session; we really appreciated your various contributions and presence: THANKS !!! Here's an overview of the games created: Game: “ Unlocked ” You have woken up in hospital after a terrible accident. You are told you have amnesia, and that using your phone again will help you remember your identity. Game: “ Micro Autochess ” In this game you will assemble an army to defeat enemy armies of increasing power within a budget. Units will fight automatically and gain mana when attacking, casting their spells when reaching maximum mana. Game: “ DisSpell ” A VR game where you draw spells over you casting grid and defeat waves of enemies; Use your hands to define shapes and throw spells! Game: “Life distorted” A (distorted) take on the French card game Smile Life. Game: “ Research Survey ” A survey to collect data that is important for research. Game: “ TOFPA ” The Office Of Public Assistance requires to comply with the agency. Should you? Game: “ Hemo-maxxing ” A game where you try and make your face as red as possible. Game: “ i believe in you my idiot son ” Password: idiotson Game: “ Tilt Wakes The Deep ” Tilt your phone to explore the dark depths of the deep sea, watch out for CuttleThulu!. Game: “Steph or Lauren?” "We hope this is an educational experience that will help iGGi differentiate between the both of us." [Link to survey for iGGi-internal use only] Game: “ Did I write this? ” Keep typing. If you stop for 60 seconds, your text distorts. Some intrusive thoughts may also appear on the screen. Don't leave or minimise the tab.. Game: “ Autobattler ” A cool game about distorted cuttlefish. Or something. Lastly, a hearty THANKS to the four PGR GJ Organisers Steph Carter, Karl Clarke, Alex Flint, Philip Smith, Toby Best and to the Supervisor GJ Organisers Jeremy Gow and Ben Kirman , and a special mention goes to the iGGi Admin Team which took care of a lot of the logistics. And last but not least, there are also the iGGi Game Jam 2026 Awards to announce: I Have a Dream Best Creative Vision For the game that brings together its art, visuals, sound, music, and/or story in a way that feels thoughtful, original, and memorable. Winner: Tilt Wakes The Deep Luiza Gossian, Dan Harborne, Francesca Foffano, Ross Fifield Nailed It Best Theme Interpretation For the game that used the jam’s theme of distortion in the clearest, smartest, or most fitting way. Winner: i believe in you my idiot son Doruk Bacı, Cameron Johnston Schrödingerror Best Bug For the bug that confused you, entertained you, or stuck in your mind for all the right (or wrong) reasons. Winner: Autobattler George Long Duct Tape & Dreams Best use of Constraints For the game that made the most of the jam’s diversifiers, showing how much can be done with very little. P.S. You can check the list of diversifiers on the Discord. Winner: TOFPA Dan Cooke, Tania Dales, Alex Flint, Filip Sroka Unexpected Item in Jamming Area Most Unexpected For the game that made you say "wait... what?" in the best possible way, leaving you pleasantly confused, amused, or both. Winner: Unlocked Tamsin Isaac, Nicole Levermore Photo Gallery - iGGi Game Jam 2026 Awards: There may or may not be another iGGi Game Jam next year, but somehow we have a feeling there just might, so: watch this space! Itch.io link to all submissions here Photo Gallery - iGGi Game Jam 2026 Moments: Previous 16 Jan 2026 Next
- iGGi Con '22 | iGGi PhD
< Back iGGi Con '22 Our annual conference iGGi Con '22 concluded last Wednesday. With around 150 attendees from academia, industry and organisations, the feedback received so far is overwhelmingly positive! Here are some of the highlights: 05 Sep - Internal Day In line with tradition, the first day of the 3-day conference was arranged as an internal event. After an informal start of the day with a year-group catch up and parallel staff meeting, a range of focus workshops addressed the different stages of "iGGi life" for the respective year groups (e.g., Year 1 Welcome, Thesis Writing, Knowledge Exchange, Post-PhD Career Planning, Academic Writing, etc.). A special Thank You goes out to all the supervisors who attended the iGGi Supervisor Community Session! This was followed by the iGGi Plenary Session - in-person for the first time since September 2019! The discussion centred much around the current cost of living crisis, and in summary: a lot more work still needs to be done to adequately address the situation! The evening and night were spent socialising in town (including optional subsequent partying!). 06 Sep - 1st iGGi Con Day The iGGi Con is a public conference and networking event (registration necessary) aimed at industry, organisations and academics who work in the field of digital games, as well as being an opportunity for the iGGi community to get status-updates on everybody's current research work. Posters - an informal session to discuss and talk about the current work of iGGi PG Researchers (PGRs) and some affiliated researchers who exhibited their posters in the foyer of the Ron Cooke Hub. Keynotes - the wonderful Rachel Kowert and the equally wonderful Tom Cole (who is also an iGGi Alumnus) gave their talks to a very inquisitive audience - a summary of which will become available via our YouTube channel . Talks - six talks by selected iGGi PGRs belonged to the categories "Game Psychology", "Game AI", and "Applied Game Design" - speakers were Elena Petrovskaya , Laura Helsby , Bobby Khaleque , Marko Tot , Prasad Sandbhor , Michael Saiger . Industry Panel - four representative from games industry (Rui Craveirinha, Nina Roussakoff, Tom Keane, Kish Hirani) held a panel discussion on "the perceived difference between academia-performed and industry-performed research" which saw vivid audience engagement. After a busy day, everyone chilled out over drinks. 07 Sep - 2nd iGGi Con Day The morning kicked off with four parallel tracks of workshops, namely a Roundtable on competitive gameplay integrity in Collectible Card Games (Sahar Mirhadi, Guilherme Matos De Faria, Sunny Thaicharoen) Qualitative analysis? In MY Excel? It's more likely than you think (Nathan Hughes) a Tutorial on Regret Minimization for optimal play in imperfect information games (Michael Aichmüller) Accessibility beyond access: Using an APX design approach to tackle real world accessibility issues (Callum Deery, Jozef Kulik) Lunch time coincided with the 1:2:1 Industry Meet Session in which ten fabulous individuals who work in the games industry were available for in-person chat. Participating companies included Earcom, Godolphin Games, Player Research, Safe In Our World, Sony/PlayStation, The Chinese Room, UKIE Talks - six talks by selected iGGi PGRs belonged to the categories "User Experience", "Player Decision and Agency", and "Creative AI" - speakers were Francesca Foffano , George Long , Nick Ballou , Nathan Hughes , Kyle Worrall , Amy Smith . Keynote - last but not least the audience had the pleasure to listen to energetic Sahar Asadi's talk titled "From research to production: the journey of content production automation". The conference concluded with closing remarks by general conference chairs Debbie Maxwell and James Walker. A massive Thank You! also to the PGR Organising Team comprising - Sahar Mirhadi, James Goodman, Prasad Sandbhor, Michael Saiger, Florence Smith Nicholls, Francesca Foffano - you did a fantastic job! See you again next year - this time in London! MARK THE DATE: 13+14 September 2023 Previous 12 Sept 2022 Next
- Efficient evolutionary methods for game agent optimisation: Model-based is best
< Back Efficient evolutionary methods for game agent optimisation: Model-based is best Link Author(s) SM Lucas, J Liu, I Bravi, RD Gaina, J Woodward, V Volz, D Perez-Liebana Abstract More info TBA Link







