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  • Fireworks agent competition

    < Back Fireworks agent competition Link ​ Author(s) J Walton-Rivers Abstract ​ More info TBA ​ Link

  • Nathan Hughes

    < Back ​ Dr Nathan Hughes University of York ​ iGGi Alum ​ ​ Nathan Hughes is a player experience researcher who focuses on how player make choices within games. Specifically, the work explores open world games such as Skyrim and the Witcher 3, as these games allow players a vast amount of choice with little restrictions on how and when these are made. However, little research has considered these choices, so little is known about how players experience choice in open world games. Therefore, research questions for this work include; why do players choose not to pursue the main quest? What do players choose to do instead? When and how do they make this decision? His background is in psychology, and so asks these questions from a psychological perspective. The aim is to uncover how the process of choosing unfolds, and how this is influenced. In turn, this may allow reflections on how the decision-making process operates - by analysing choices within open world games, a more controlled (but still intrinsically motivating) setting can be studied. ​ ngjhughes@gmail.com Email Mastodon https://faethfulexplorations.wordpress.com Other links Website https://www.linkedin.com/in/nathan-hughes-1035b611b/ LinkedIn https://twitter.com/ngjhughes Twitter Github Supervisor Prof. Paul Cairns Featured Publication(s): Clinicians Risk Becoming "Liability Sinks" for Artificial Intelligence Understanding specific gaming experiences: the case of open world games The need for the human-centred explanation for ML-based clinical decision support systems Growing Together: An Analysis of Measurement Transparency Across 15 Years of Player Motivation Questionnaires Contextual design requirements for decision-support tools involved in weaning patients from mechanical ventilation in intensive care units Growing together: An analysis of measurement transparency across 15 years of player motivation questionnaires Opening the World of Contextually-Specific Player Experiences No Item Is an Island Entire of Itself: A Statistical Analysis of Individual Player Difference Questionnaires Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities Themes Player Research - Previous Next

  • Faking handedness: Individual differences in ability to fake handedness, social cognitions of the handedness of others, and a forensic application using Bayes’ theorem

    < Back Faking handedness: Individual differences in ability to fake handedness, social cognitions of the handedness of others, and a forensic application using Bayes’ theorem Link ​ Author(s) A Flint, IC McManus, G Buckens, N Harris, HLA Ng, F Vovou Abstract ​ More info TBA ​ Link

  • Analysis of vanilla rolling horizon evolution parameters in general video game playing

    < Back Analysis of vanilla rolling horizon evolution parameters in general video game playing Link ​ Author(s) RD Gaina, J Liu, SM Lucas, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • 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

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