top of page

Search Results

Results found for ""

  • Measuring game experience using visual distractors

    < Back Measuring game experience using visual distractors Link ​ Author(s) J Cutting Abstract ​ More info TBA ​ Link

  • NEST 2.18. 0

    < Back NEST 2.18. 0 Link ​ Author(s) J Jordan, R Deepu, J Mitchell, JM Eppler, S Spreizer, J Hahne, S Berns, ... Abstract ​ More info TBA ​ Link

  • Evaluating the Effects on Monte Carlo Tree Search of Predicting Co-operative Agent Behaviour

    < Back Evaluating the Effects on Monte Carlo Tree Search of Predicting Co-operative Agent Behaviour Link ​ Author(s) J Walton-Rivers Abstract ​ More info TBA ​ Link

  • Testing TileAttack with Three Key Audiences

    < Back Testing TileAttack with Three Key Audiences Link ​ Author(s) C Madge, M Poesio, U Kruschwitz, J Chamberlain Abstract ​ More info TBA ​ Link

  • GAIG Meetup | iGGi PhD

    < Back GAIG Meetup The recent Game AI Meetup took place on 01 March 2023. Talks and presentation included: Jakob Foerster (University of Oxford, UK): Opponent-Shaping and Interference in General-Sum Games Original talk abstract: In general-sum games, the interaction of self-interested learning agents commonly leads to collectively worst-case outcomes, such as defect-defect in the iterated prisoner's dilemma (IPD). To overcome this, some methods, such as Learning with Opponent-Learning Awareness (LOLA), shape their opponents' learning process. However, these methods are myopic since only a small number of steps can be anticipated, are asymmetric since they treat other agents as naive learners, and require the use of higher-order derivatives, which are calculated through white-box access to an opponent's differentiable learning algorithm. In this talk I will first introduce Model-Free Opponent Shaping (M-FOS), which overcomes all of these limitations. M-FOS learns in a meta-game in which each meta-step is an episode of the underlying (``inner'') game. The meta-state consists of the inner policies, and the meta-policy produces a new inner policy to be used in the next episode. M-FOS then uses generic model-free optimisation methods to learn meta-policies that accomplish long-horizon opponent shaping. I will finish off the talk with our recent results for adversarial (or cooperative) cheap-talk: How can agents interfere with (or support) the learning process of other agents without being able to act in the environment? Vanessa Volz ( modl.ai ): Establishing Trust in AI-based Tools for Game Development Original talk abstract: AI-based tools to support the game development process have long been a topic in Game AI research, with popular publications in testing, churn prediction, asset, level and even game generation. However, the adaptation of these techniques from the games industry has been hesitant at best: The small-scale and simplified examples researchers use to demonstrate their work understandably only seldom convince the industry to risk investing in AI tools. In this talk, I will speak about my experience establishing trust in AI-based tools to support creative processes in game development. Having worked on this topic in both industry and academia, I will address issues ranging from establishing a common language and explaining AI behaviour to issuing performance guarantees via benchmarking and theoretical analysis. Mike Preuss (Leiden University, The Netherlands): In the eye of the storm? Where are we going with game AI? Original talk abstract: Looking back at the last 10 years of research in Game AI we find that Big Tech research has shaken up things quite a lot. A number of challenges were resolved in record time (Go, StarCraft, etc) and AI algorithm development is probably still increasing in speed. However, it seems that the use of AI in game-making has not changed that much, and academic research often opts for "smaller problems", slowly turning towards Human-Centered AI as possibly most important general research direction. How can we approach the next leap predicted by Alex Champandard 10 years ago of really intelligent game AI? And where would we want that? Mike presents some inconclusive thoughts and ideas on future developments. The Game AI Meetup takes place several times a year. To sign up and receive updates, please register/join here: https://www.meetup.com/game-ai-meetup-gaim-of-london/ ​ Previous 1 Mar 2023 Next

  • The Tragedy of Betrayal: How the design of Ico and Shadow of the Colossus elicits emotion

    < Back The Tragedy of Betrayal: How the design of Ico and Shadow of the Colossus elicits emotion Link ​ Author(s) T Cole Abstract ​ More info TBA ​ Link

  • Stylegan2 distillation for feed-forward image manipulation

    < Back Stylegan2 distillation for feed-forward image manipulation Link ​ Author(s) Y Viazovetskyi, V Ivashkin, E Kashin Abstract ​ More info TBA ​ Link

  • 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 https://twitter.com/shringcy Twitter 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

  • iGGi Con 2023 - Get Ready! | iGGi PhD

    < Back iGGi Con 2023 - Get Ready! Preparations for the next iGGi conference are underway! Better mark the date: iGGi Con 2023 13. + 14. September 2023 Queen Mary University of London This year's event will be packed with talks, workshops, panels, posters and more. For the first time ever, we will also run a Mini Expo with Industry stands. iGGi Con 2023 is a showcase for iGGi PGRs and friends, and iGGi Industry Partners as well as a networking platform for everyone interested/involved in the games industry and games research. So, don't miss out and REGISTER HERE TODAY !! Spaces are limited. ​ Previous 3 Apr 2023 Next

  • General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms

    < Back General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms Link ​ Author(s) D Perez-Liebana, J Liu, A Khalifa, RD Gaina, J Togelius, SM Lucas Abstract ​ More info TBA ​ Link

  • Genetic optimisation of BCI systems for identifying games related cognitive states

    < Back Genetic optimisation of BCI systems for identifying games related cognitive states Link ​ Author(s) A Iacob, M Morosan, F Sepulveda, R Poli Abstract ​ More info TBA ​ Link

  • 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 Twitter Github ​ ​ Themes Player Research - Previous Next

bottom of page