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- Lessons from testing an evolutionary automated game balancer in industry
< Back Lessons from testing an evolutionary automated game balancer in industry Link Author(s) M Morosan, R Poli Abstract More info TBA Link
- Online-Trained Fitness Approximators for Real-World Game Balancing
< Back Online-Trained Fitness Approximators for Real-World Game Balancing Link Author(s) M Morosan, R Poli Abstract More info TBA Link
- Deepdream is blowing my mind
< Back Deepdream is blowing my mind Link Author(s) M Akten Abstract More info TBA Link
- WiGGi | iGGi PhD
We are "Welcoming inclusive Games & Games inclusivity (WiGGi). Our members are staff and students working within the iGGi programme, which is an interdisciplinary team of researchers working in video games research. iGGi WiGGi - Welcoming inclusive Games and Games inclusivity - Introducing WiGGi We are Welcoming inclusive Games and Games inclusivity (WiGGi). We strongly believe that working in video games, whether that be in an academic setting or in industry, should be an inclusive and friendly environment where underrepresented groups (ethnic or cultural minorities, minority genders, religious background etc) especially can thrive and be heard. WiGGi holds the advocacy for these underrepresented groups in video games at the forefront of its agenda, making sure that events we plan, organisations we partner with and the topics we address are topical and engaging for people of a range of backgrounds. Our members are staff and students working within the iGGi programme, which is an interdisciplinary team of researchers working in video games research. We hold meetings every Wednesday, as well as roundtable discussions we call ‘Firesides’ every so often to talk with a range of people about a given relevant topic. For example, one of our Firesides discussed ‘Video games for positive change’. Get involved We would love to partner with more organisations that share a similar goal, or invite in more video game researchers or industry to take part in our events. If you would like to know more or get involved in some way, please contact us via our email: . WiGGi Members Tania Dales Tamsin Isaac Susanne Binder Prakriti Nayak Océane Lissillour Nicole Levermore Lauren Winter Dr Raluca Gaina Alex Flint BLOG Fireside Chat on Video Games for Positive Change Our most recent fireside discussed ‘Video games for positive change’. Our fireside chat on video games for social change was an engaging and thought-provoking discussion. We delved deeply into the representation of women in video games and explored how these portrayals impact our gaming experiences. This focus sparked an exchange of diverse perspectives, highlighting how inclusive representation can shape and transform player engagement. Each participant brought unique insights on how characters and narratives influence players’ connection to games and reflect broader social themes. Through this dialogue, we gained a richer understanding of how thoughtfully crafted games can inspire change and foster empathy, creating a more inclusive gaming culture for everyone.
- Simultaneous multi-view object recognition and grasping in open-ended domains
< Back Simultaneous multi-view object recognition and grasping in open-ended domains Link Author(s) H Kasaei, S Luo, R Sasso, M Kasaei Abstract More info TBA Link
- 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
- Optimising level generators for general video game AI
< Back Optimising level generators for general video game AI Link Author(s) O Drageset, MHM Winands, RD Gaina, D Perez-Liebana Abstract More info TBA Link
- How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study
< Back How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study Link Author(s) J Hesketh, CS Deterding, J Gow Abstract More info TBA Link
- TileAttack
< Back TileAttack Link Author(s) C Madge Abstract More info TBA Link
- A generalized framework for self-play training
< Back A generalized framework for self-play training Link Author(s) D Hernandez, K Denamganaï, Y Gao, P York, S Devlin, S Samothrakis, ... Abstract More info TBA Link
- Following the leader in multiplayer tabletop games
< Back Following the leader in multiplayer tabletop games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link
- Design Inspiration for Motivating Uncertainty in Games using Stage Magic Principles
< Back Design Inspiration for Motivating Uncertainty in Games using Stage Magic Principles Link Author(s) S Kumari Abstract More info TBA Link



