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  • Real-time interactive sequence generation and control with Recurrent Neural Network ensembles

    < Back Real-time interactive sequence generation and control with Recurrent Neural Network ensembles Link ​ Author(s) M Akten, M Grierson Abstract ​ More info TBA ​ Link

  • General win prediction from agent experience

    < Back General win prediction from agent experience Link ​ Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • 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 https://twitter.com/nickbk Twitter Github ​ ​ Themes Applied Games Creative Computing Game Audio Player Research - Previous Next

  • How does machine learning affect diversity in evolutionary search? | iGGi PhD

    < Back How does machine learning affect diversity in evolutionary search? Procedural content generation of video games levels has greatly benefited from machine learning. In such complex domains, generative models can provide representation spaces for evolutionary search. But how expressive are such learned models? How many different levels would they be able to produce? A new paper, co-authored by IGGI PhD researcher Sebastian Berns and Professor Simon Colton, looks at the limitations of generative models in the context of multi-solution optimisation. The work will be presented at the Genetic and Evolutionary Computation Conference (GECCO) and is nominated for a best paper award . The study shows that quality diversity (QD) search in the latent space of a variational auto-encoder yields a solution set of lower diversity than in a manually-defined genetic parameter space. The authors find that learned latent spaces are useful for the comparison of artefacts and recommend their use for distance and similarity estimation. However, whenever a parametric search space is obtainable, it should be preferred over a learned representation space as it produces a higher diversity of solutions. Alexander Hagg, Sebastian Berns, Alexander Asteroth, Simon Colton & Thomas Bäck. (2021). Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search. In Proceedings of the Genetic and Evolutionary Computation Conference. Pre-print available on arXiv https://arxiv.org/abs/2105.04247Accompanying code repository available on Github https://github.com/alexander-hagg/ExpressivityGECCO2021 ​ Previous 27 Jun 2021 Next

  • Learning to see: you are what you see

    < Back Learning to see: you are what you see Link ​ Author(s) M Akten, R Fiebrink, M Grierson Abstract ​ More info TBA ​ Link

  • Helen Tilbrook

    < Back ​ Helen Tilbrook University of York iGGi Administrator iGGi Admin ​ ​ iGGi Administrator at York ​ helen.tilbrook@york.ac.uk Email Mastodon Other links Website LinkedIn Twitter Github ​ ​ Themes - Previous Next

  • Dr Pengcheng Liu

    < Back ​ Dr Pengcheng Liu Queen Mary University of London ​ Supervisor ​ ​ Dr Pengcheng Liu is a Lecturer (Assistant Professor) at the Department of Computer Science, University of York, UK. He is an internationally leading expert in robotics, Artificial Intelligence and human-machine interaction. He has been leading and involving in several research projects, including EPSRC, Innovate UK, Horizon 2020, Erasmus Mundus, FP7-PEOPLE, HEIF, NHS I4I, NSFC, etc. Several of his research works were published on top-tier journals and leading conferences in the fields of robotics and AI. Before joining York, he has held several academic positions including a Senior Lecturer at Cardiff School of Technologies, Cardiff Metropolitan University, UK, a joint Research Fellowship at Lincoln Centre for Autonomous Systems (LCAS) and Lincoln Institute of Agri-Food Technology (LIAT), University of Lincoln, UK, a Research Assistant and a Teaching Assistant at Bournemouth University, UK. I also held academic positions as a Visiting Fellow at Institute of Automation, Chinese Academy of Sciences, China and Shanghai Jiao Tong University, China. Dr Liu is a Member of IEEE, IEEE Robotics and Automation Society (RAS), IEEE Systems, Man and Cybernetics Society (SMC), IEEE Control Systems Society (CSS) and IFAC. He is member of IEEE Technical Committees (TC) on Bio Robotics, Soft Robotics, Robot Learning, and Safety, Security and Rescue Robotics. He has published over 60 journal and conference papers. Dr Liu serves as an Associate Editor for IEEE Access and PeerJ Computer Science. He received the Global Peer Review Awards from Web of Science in 2019, and the Outstanding Contribution Awards from Elsevier in 2017. He was selected as regular Fundings/Grants reviewer for EPSRC, NIHR and NSFC. Dr Liu’s research interest relevant to CDT IGGI include applied games for healthcare and rehabilitation applications, as well as using mixed reality and machine learning for human-machine interactions. He is particularly interested in supervising students with a design, HCI, computer science or behavioural sciences background on the following topics: applied games for healthcare and rehabilitation design for adaptive mixed reality system for physical therapy and neurological rehabilitation design for physical and cognitive behaviour change learning for human intention prediction analysis of mixed reality rehabilitation system with biological signals (EEG, sEMG) ​ pengcheng.liu@york.ac.uk Email Mastodon https://sites.google.com/view/pliu Other links Website https://www.linkedin.com/in/pengcheng-liu-12703288/ LinkedIn Twitter Github ​ ​ Themes Applied Games Game AI Immersive Technology - Previous Next

  • On State Representations and Behavioural Modelling Methods in Reinforcement Learning

    < Back On State Representations and Behavioural Modelling Methods in Reinforcement Learning Link ​ Author(s) H Siljebrat Abstract ​ More info TBA ​ Link

  • Visualising Generative Spaces Using Convolutional Neural Network Embeddings

    < Back Visualising Generative Spaces Using Convolutional Neural Network Embeddings Link ​ Author(s) O Withington, L Tokarchuk Abstract ​ More info TBA ​ Link

  • Stainless Games Limited

    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. Stainless Games Limited

  • A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues

    < Back A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues Link ​ Author(s) O Drewett, G Hann, M Gillies, C Sher, S Delacroix, X Pan, T Collingwoode-Williams, ... Abstract ​ More info TBA ​ Link

  • Digital Catapult

    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. Digital Catapult

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