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- Andrew Martin
< Back Andrew Martin Queen Mary University of London iGGi Alum Applications in game development for programming language theory and AI Modern game development is highly iterative. Iteration is usually discussed in terms of a team completing design iterations, but can also be considered at the level of an individual developer attempting to complete a task, or experimenting with some ideas. At this level, the feedback loop provided by the tool becomes critical. Programming environments in particular often have a very poor feedback loop. Programming feedback can be thought of in terms of how quickly and seamlessly the user is able to observe the results of their work. This process is usually plagued with manual tasks and long pauses. It is common that a user will need to recompile, relaunch their program, and then manually recreate whatever state is required to observe the behaviour that they are working on. Frameworks like Elm, React and Vuejs are establishing a new norm of automatic hot-reloading with state preservation. These systems represent a branch of programming language research that is strongly focused on developer experience. In order to improve upon this work for game development, we must overcome the unique challenges that game development entails. Although the systems mentioned are all quite recent, there is a rich vein of research to draw on, which can be traced through dataflow programming, Smalltalk, Erlang, functional-reactive programming, Lisp and more. Predictive completions are considered by many to be a natural next-step in the evolution of live programming environments. An AI programming assistant would propose program fragments as completions or alternatives. The agent may seek to anticipate the user’s intent, or to provide creative suggestions. There is much relevant research in the fields of program synthesis, inductive logic programming, machine learning and genetic programming. One significant problem is how to smoothly and safely integrate a system like this into the user’s workflow. Many of the properties useful for safely enabling live programming features, such as isolation of side-effects, will also permit an AI agent to safely generate and execute code. Andy graduated from Imperial College London with an MEng in Computing in 2011. Following this he worked on game engine tools and technology at a startup called Fen Research, and then as a senior developer at a software consulting firm called LShift. In 2016 he spent six months working as a Research Associate in the Computational Creativity group at Goldsmiths, before starting his PhD. Please note: Updating of profile text in progress Email Mastodon Other links Website LinkedIn BlueSky Github Themes Game AI - Previous Next
- Sebastian Berns
< Back Dr Sebastian Berns Queen Mary University of London iGGi Alum Sebastian is a designer and researcher working on use-inspired fundamental research in generative machine learning for creative and artistic applications. Sebastian holds a master’s degree in artificial intelligence and has a background in visual communications. He has worked several years as an independent graphic and type designer with a specialisation in web development. His design work has been awarded national and international design prizes. A description of Sebastian's research: "Generative machine learning methods are trained on raw data, modelling the primary patterns that constitute typical examples. They enable the production of high-quality artefacts in very complex domains and provide useful models for generative systems, in particular in the visual arts and video games. However, modelling a training data distribution perfectly is less valuable for applications in art production and video games. In particular, our analysis of the use of generative models in visual art practices motivates the need to increase the output diversity of generative models. In my dissertation, I focus on diversity in generative machine learning for visual arts and video games. Our findings benefit the application of generative models in generative systems, quality diversity search, art production and video games. Rather than a ‘ground truth’ that needs to be modelled perfectly, we argue that training datasets are merely a limited snapshot of a complex world with inherent biases. To be useful for applications in visual arts and video games, generative models require higher output diversity. Relatedly, higher generative diversity benefits efforts of equity, diversity and inclusion by reducing harmful biases in generative models." s.berns@qmul.ac.uk Email Mastodon http://www.sebastianberns.com/ Other links Website LinkedIn BlueSky https://github.com/sebastianberns Github Featured Publication(s): Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games Towards Mode Balancing of Generative Models via Diversity Weights Increasing the Diversity of Deep Generative Models Active Divergence with Generative Deep Learning--A Survey and Taxonomy Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search First experiments in the automatic generation of pseudo-profound pseudo-bullshit image titles Generative Search Engines: Initial Experiments Adapting and Enhancing Evolutionary Art for Casual Creation. Creativity Theatre for Demonstrable Computational Creativity Bridging Generative Deep Learning and Computational Creativity NEST 2.18. 0 Active Divergence with Generative Deep Learning--A Survey and Taxonomy Themes Creative Computing - Previous Next
- Prof Nick Bryan-Kinns
< Back Prof. Nick Bryan-Kinns Queen Mary University of London Supervisor Nick Bryan-Kinns is Professor of Interaction Design and Director of the Media and Arts Technology Centre at Queen Mary University of London. He is Distinguished Professor at Wuhan University of Technology, and Guest Professor at Huazhong University of Science and Technology, China. He is Fellow of the Royal Society of Arts, Fellow of the British Computer Society, Senior Member of the Association for Computing Machinery, and leads the Sonic Interaction Design Lab in the Centre for Digital Music. He has published international journal papers on cross-cultural design, participatory design, mutual engagement, interactive art, and tangible interfaces. His research has been exhibited internationally and reported widely from the New Scientist to the BBC. He chaired the Steering Committee for the ACM Creativity and Cognition Conference series, and is a recipient of ACM and BCS Recognition of Service Awards. He is interested in supervising students with HCI, Interaction Design, or AI backgrounds on research into the intersection of Sonic Interaction Design, play, and AI. Especially project which involve designing and evaluating computer mediated experiences for human participation and collaboration. Research themes: Game Audio and Music Games with a Purpose Computational Creativity Player Experience Gamification n.bryan-kinns@qmul.ac.uk Email Mastodon https://eecs.qmul.ac.uk/~nickbk/ Other links Website LinkedIn BlueSky Github Themes Applied Games Creative Computing Game Audio Player Research - Previous Next
- 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 BlueSky https://github.com/diegopliebana Github Themes Game AI Game Data - Previous Next
- Remo Sasso
< Back Remo Sasso Queen Mary University of London iGGi PG Researcher I hold a BSc and MSc in Artificial Intelligence at the University of Groningen (NL) and am currently a PhD student at the Queen Mary University of London under the supervision of Paulo Rauber. In addition to my academic work, I have worked as a Machine Learning engineer, and am currently the Head of AI at xDNA, an AI/Cybersecurity-based start-up from the Netherlands. Here I'm leading the initiative Project Aletheia, where we develop AI-driven tools to optimize the workflow of professional fact-checkers, with the overarching goal of ensuring information integrity in the world. Foundation World Models and Foundation Agents for Reinforcement Learning My research focuses on developing reinforcement learning algorithms that are both scalable and sample-efficient through Bayesian methods and model-based approaches, recently with a particular emphasis on Large Language Models (LLMs). My previous research focused on principled, efficient and scalable exploration algorithms for reinforcement learning, e.g. Poster Sampling for Deep Reinforcement Learning (ICML 2023), where we developed a reinforcement learning algorithm that can be considered state-of-the-art in Atari games. Currently I'm particularly interested in the integration of LLMs in the reinforcement learning framework, both as decision-making agents and simulators. My current research, called "Foundation World Models and Foundation Agents for Reinforcement Learning" investigates this integration in-depth and shows that large models show significant potential in various reinforcement learning tasks, ranging from decision-making in stochastic environments to serving as world models. r.sasso@qmul.ac.uk Email https://remosasso.github.io/ Mastodon Other links Website https://www.linkedin.com/in/remo-sasso-b9837a1ba/ LinkedIn BlueSky https://github.com/remosasso Github Supervisor: Dr Paulo Rauber Featured Publication(s): VDSC: Enhancing Exploration Timing with Value Discrepancy and State Counts Making Connections: Neurodevelopmental Changes in Brain Connectivity after Adverse Experiences in Early Adolescence Multi-Source Transfer Learning for Deep Model-Based Reinforcement Learning Simultaneous multi-view object recognition and grasping in open-ended domains Posterior Sampling for Deep Reinforcement Learning Themes Game AI - Previous Next
- Terence Broad
< Back Dr Terence Broad Goldsmiths iGGi Alum Terence Broad is an artist and researcher working on developing new techniques and interfaces for the manipulation of generative models. His PhD focusses on how pre-trained generative neural networks can be repurposed and reconfigured for authoring novel multimedia content. He is completing his PhD at Goldsmiths, University of London and is also a visiting researcher at the UAL Creative Computing Institute. His research has been published in international conferences, workshops and journals such as SIGGRAPH, NeurIPS, Leonardo and xCoAx. He was acknowledged as an outstanding peer-reviewer by the journal Leonardo. Terence is a practicing artist and often uses the techniques he has developed in his research in the creation of his artworks. His art has been exhibited and screened internationally at venues such as The Whitney Museum of American Art, Ars Electronica, The Barbican and The Whitechapel Gallery. He won the Grand Prize in the ICCV 2019 Computer Vision Art Gallery. t.broad@gold.ac.uk Email Mastodon https://terencebroad.com Other links Website https://www.linkedin.com/in/terence-broad-81350668/ LinkedIn BlueSky https://github.com/terrybroad Github Featured Publication(s): XAIxArts Manifesto: Explainable AI for the Arts Using Generative AI as an Artistic Material: A Hacker's Guide Is computational creativity flourishing on the dead internet? Interactive Machine Learning for Generative Models Envisioning Distant Worlds: Fine-Tuning a Latent Diffusion Model with NASA's Exoplanet Data Active Divergence with Generative Deep Learning--A Survey and Taxonomy Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities Network Bending: Expressive Manipulation of Generative Models in Multiple Domains Active Divergence with Generative Deep Learning--A Survey and Taxonomy Network Bending: Expressive Manipulation of Deep Generative Models Amplifying The Uncanny Transforming the output of GANs by fine-tuning them with features from different datasets Searching for an (un) stable equilibrium: experiments in training generative models without data Autoencoding Blade Runner: Reconstructing Films with Artificial Neural Networks Light field completion using focal stack propagation Autoencoding video frames IoT and Machine Learning for Next Generation Traffic Systems Themes Creative Computing Design & Development - Previous Next
- Andrei Iacob
< Back Andrei Iacob University of Essex iGGi Alum Identifying Immersion in games using EEG and other measures (Industry placement at Sony SIE) The project aims to identify markers for immersion in player’s EEG signals. A few steps towards it include designing an experiment that reduces data noise and helps identify time frames for immersion during gameplay, recording EEG data among other “tests” to improve the accuracy of the state localization on a timeline. This research could prove useful for the games industry in a few ways: - it can provide tools for game testing (e.g. which parts of the game are immersive, which parts lack in that aspect) – thus making it easier to improve the game experience across the board; - it could also be used in making real-time adjustments to games (increase / decrease difficulty levels, pace, etc. to enhance the player’s immersion). Although the EEG data is the main focus of the project, it is not the only one. Correlations will be analyzed between different tests and in-game behaviors that should render even more information regarding the player’s state and mindset during gameplay. This information will be just as valuable and perhaps more readily available for widespread use in the near future. Andrei is a keen programmer and gamer. He graduated with a BSc (Hons) in Computer Science from the University of Essex. Andrei’s research interests are in the field of brain- computer interfaces and computer games. His hobbies include programming, gaming, guitar and skiing. Please note: Updating of profile text in progress Email Mastodon Other links Website LinkedIn BlueSky Github Themes Player Research - Previous Next
- Karl Clarke
< Back Karl Clarke Queen Mary University of London iGGi PG Researcher Available for placement Karl Clarke is a PhD researcher focused on how virtual environments influence social interaction. He was born in England, grew up in the Middle East, and returned to the UK for university. He holds a Bachelor's and a Master's degree in Audio Technology. During the COVID-19 lockdown, he began exploring virtual reality after getting access to a headset, which led to a shift in focus toward social VR. He is now part of the Intelligent Games and Game Intelligence (iGGi) doctoral programme, where his research looks at how spatial layouts and group behavior are shaped by virtual environments in free-standing social settings. Outside of his research, Karl runs SONAR, a music group hosted in VRChat that uses social VR for live performance and shared listening experiences. Through this project, he has independently learned game development skills in 3D modelling, scripting, and a small amount of graphics programming. He is currently looking to collaborate with VR studios or social platforms working on immersive and social experiences. karl.clarke@qmul.ac.uk Email Mastodon https://linktr.ee/llamahat Other links Website https://www.linkedin.com/in/karl-clarke-york/ LinkedIn https://bsky.app/profile/llamahat.bsky.social BlueSky Github Supervisors: Themes Design & Development Immersive Technology Player Research https://www.youtube.com/watch?v=Ldehhn_LdhA 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
- Prakriti Nayak
< Back Prakriti Nayak Queen Mary University of London iGGi PG Researcher Available for placement Prakriti is a neuroscientist passionate about pushing boundaries at the intersection of technology and biological research. Her journey began with a deep dive into neuroscience during her master’s program, where she explored large-scale imaging data and mastered statistical modelling techniques. Afterward, she pursued a career in scientific editing. She views gaming as an excellent platform to connect different fields, such as computational modelling and behaviour. Prakriti plans to develop a model of player uncertainty to enhance the gaming experience by setting difficulty levels that are enjoyable for each player, making games more accessible for people with limited cognitive capabilities. Additionally, her work has diagnostic applications. A description of Prakriti's research: Navigation and spatial memory are essential cognitive processes that enable individuals to orient themselves in complex environments. Amid the inherent uncertainty of environmental noise and cognitive variability, the brain employs sophisticated strategies to make navigational decisions. This project aims to elucidate the cognitive underpinnings of spatial navigation performance by leveraging gaming data to understand how individuals manage spatial uncertainty. The plan is to adapt a Bayesian ideal-observer model based on visual simultaneous localization and mapping. The model will fit and predict the player’s moment-by-moment movement decisions, given the first-person view and the map of the game environment. Fitting the model to the players' gameplay trajectories will yield parameters indicating each individual's levels of visual, motor, and memory noise. The combination of parameters that best differentiate between players will then be examined. This research has the potential to enhance our understanding of spatial navigation and its underlying mechanisms, as well as improve spatial navigation in games, offering an adaptive gaming experience tailored to individual spatial uncertainty levels. p.nayak@qmul.ac.uk Email Mastodon Other links Website http://www.linkedin.com/in/prakritinayak LinkedIn BlueSky https://github.com/PrakritiNayak Github Supervisors: Dr Guifen Chen Dr Yul HR Kang Themes Accessibility Applied Games Player Research - Previous Next
- Matt Bedder
< Back Matt Bedder University of York iGGi Alum Abstraction-Based Monte Carlo Tree Search. (Industry placement at PROWLER.io) Monte Carlo Tree Search is a popular artificial intelligence technique amongst researchers due to the remarkable strength by which it can play many games. This technique was prominently used as the basis for AlphaGo, the AI by Google DeepMind that became the first of its kind to beat professional human players at the game Go. But despite lots of interest from academics into Monte Carlo Tree Search, the technique has seen little use in the games industry - due in part to how it is not fully understood, and due to how complex it is to implement into large games. Matthew’s research is looking into how game abstractions can be used to help implement and optimise Monte Carlo Tree Search into existing commercial video games. Semi-automated methods for domain abstraction are being investigated, with the aim of making it fast and easy for game developers to be able to implement Monte Carlo Tree Search into their products, and to exploit the wealth of academic research into this technique. Matthew is currently studying towards his PhD at the University of York, having previously graduated for the Department of Computer Science with a MEng in Computer Science with Artificial Intelligence. Before starting his PhD, Matthew spent a year at BAE Systems Advanced Technology Centre working on contracts with the European Space Agency, and has performed research into vertebrae models of Parkinson's disease with York Centre for Complex Systems Analysis. Please note: Updating of profile text in progress Email Mastodon Other links Website https://linkedin.com/pub/matthew-bedder/80/2a7/a51/ LinkedIn BlueSky Github Featured Publication(s): Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms Computational approaches for understanding the diagnosis and treatment of Parkinson's disease Automated motion analysis of adherent cells in monolayer culture Themes Game AI - Previous Next
- Shringi Kumari
< Back Dr Shringi Kumari University of York iGGi Alum Shringi is a seasoned game designer with more than nine years of experience making games for companies including EA, Zynga, Bigpoint, and Wooga. She became a researcher four years ago, wondering how game designers can take inspiration from other creative fields. In her PhD, she is now studying how stage magic can be translated to games for creating believable illusions of choice and moments of surprise. She continues to consult as a game designer for companies and has started a lecturership in game design at University of East London. In the past years she has spoken about game design across the world at a number of known platforms: Indiecade Europe, Develop, Game Happens, SOMA Chicago, GDC India to count some. As a creative, she engages in working on disruptive design both in games and beyond. Her work reflects her Indian background and discusses universal issues of identity, need for diversity and the idea or illusion of home. She has recently published her debut poetry collection,“The Saree Shop” and has featured in a short story anthology with her story ”Garden of Vaginas”. Shringi is supervised by Dr Sebastian Deterding (York) and Dr Gustav Kuhn (Goldsmiths). Please note: Updating of profile text in progress Email Mastodon https://shringikumari.com Other links Website https://www.linkedin.com/in/shringi-kumari-8613678 LinkedIn BlueSky Github Featured Publication(s): The role of uncertainty in moment-to-moment player motivation: a grounded theory Why game designers should study magic Investigating uncertainty in digital games and its impact on player immersion Studying General Agents in Video Games from the Perspective of Player Experience The Magician's Choice: Providing illusory choice and sense of agency with the Equivoque forcing technique. Design Inspiration for Motivating Uncertainty in Games using Stage Magic Principles Themes Player Research - Previous Next













