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  • A comparison of self-play algorithms under a generalized framework

    < Back A comparison of self-play algorithms under a generalized framework Link ​ Author(s) D Hernandez, K Denamganai, S Devlin, S Samothrakis, JA Walker Abstract ​ More info TBA ​ Link

  • Decentralised Gambling Overview

    < Back Decentralised Gambling Overview Link ​ Author(s) OJ Scholten, JA Walker, D Zendle Abstract ​ More info TBA ​ Link

  • Novel Incentives for Phrase Detectives

    < Back Novel Incentives for Phrase Detectives Link ​ Author(s) M Poesio, J Chamberlain, U Kruschwitz, C Madge Abstract ​ More info TBA ​ Link

  • National Science and Media Museum

    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. National Science and Media Museum

  • Speeding up genetic algorithm-based game balancing using fitness predictors

    < Back Speeding up genetic algorithm-based game balancing using fitness predictors Link ​ Author(s) M Morosan, R Poli Abstract ​ More info TBA ​ Link

  • An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects

    < Back An Exploratory Analysis of Student Experiences with Peer Evaluation in Group Game Development Projects Link ​ Author(s) A Mitchell, M Scott, J Walton-Rivers, M Watkins, W New, D Brown Abstract ​ More info TBA ​ Link

  • Controlling co-incidental non-player characters

    < Back Controlling co-incidental non-player characters Link ​ Author(s) J Walton-Rivers Abstract ​ More info TBA ​ Link

  • On the Behavioural Profiling of Gamblers Using Cryptocurrency Transaction Data

    < Back On the Behavioural Profiling of Gamblers Using Cryptocurrency Transaction Data Link ​ Author(s) OJ Scholten Abstract ​ More info TBA ​ Link

  • Monte carlo tree search applied to co-operative problems

    < Back Monte carlo tree search applied to co-operative problems Link ​ Author(s) PR Williams, J Walton-Rivers, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

  • Realistic and textured terrain generation using GANs

    < Back Realistic and textured terrain generation using GANs Link ​ Author(s) Ryan Spick, James Walker Abstract ​ More info TBA ​ Link

  • Prof Sebastian Deterding

    < Back ​ Prof. Sebastian Deterding ​ iGGi Responsible Innovation Lead Supervisor ​ ​ Sebastian Deterding is a designer-researcher working on playful, gameful, motivational, and eudaimonic design. His work asks how we might re-design the socio-technical rule systems we live in to enable a good life for all. He is founder of the Gamification Research Network, and co-editor of The Gameful World (MIT Press, 2015). An internationally recognised leader of gamification research, he is frequently invited to keynote and speak at venues like Lift, Interaction, GDC, Games Learning Society, Google, IDEO, and MIT, and his work has been covered by The Guardian, The New Scientist, the Los Angeles Times, arte, and EDGE Magazine among others. As a senior research fellow at the Digital Creativity Labs, Sebastian works on the intersection of AI, machine learning, and design for augmented creativity: how can we create systems that learn to automatically adapt and serve optimally engaging content to users, and serve optimally supportive design suggestions and tutorials to creators? He is particularly interested in supervising students with a design, HCI, or behavioural sciences background on the following topics: understanding and designing for uncertainty, curiosity, and epistemic emotions in games applied games for decarbonisation and climate adaptation design for behaviour change Self-determination theory and games Research themes: Game Design Games with a Purpose Computational Creativity Player Experience Gamification ​ sebastian.deterding@york.ac.uk Email Mastodon https://codingconduct.cc Other links Website LinkedIn https://twitter.com/dingstweets Twitter Github ​ ​ Themes Applied Games Creative Computing Design & Development Player Research - Previous Next

  • Rory Davidson

    < Back ​ Rory Davidson University of York ​ iGGi PG Researcher ​ Available for placement Learning and Strategy Acquisition in Digital Games Given the success and impact of games and the gaming industry, it is unsurprising that it has become the centre of a significant body of academic research and other literature. However, while the cognitive effects of gameplay have been extensively studied, this has typically been done from a “black-box” perspective – that is, looking at the effects of gameplay as a whole upon some other task or metric, such as ability to strategize or proclivity to violence – leaving the inner mechanisms of cognition during gameplay much less understood. In particular, while the idea of learning from games is an area of continued interest in educational psychology, very little literature exists on the subject of how learning in games actually occurs on a cognitive level. This study aims to fill this knowledge gap by examining the ways in which player learning and strategy acquisition occur within games. This examination will have two main hierarchical goals. In the first phase, the study will use experimental methods inspired by analysis of learning methods used in games as well as literature review of more general theories of learning and cognition, such as the dual-process account or the CLARION model, in order to form a model better specialized for the field of digital gaming. In the second phase, it will analyse how such a theory may be put to practical use to inform the design of games and game-like experiences. These two phases can be summed up in the following main research questions: Phase 1: How can strategy acquisition in digital games most effectively be explained as a cognitive process? Phase 2: How can this understanding be put into practice in the development of games with specific desirable characteristics? By linking a more complete understanding of cognition and learning during games with measurable or observable gameplay characteristics, this study will further research on gameplay experience, such as that on immersion. The first phase of research additionally has relevance to the field of AI, in which human responses to difficult and complex problems such as digital games may be mimicked or otherwise used to inform the design of new techniques, as well as to gamification, which attempts to elicit such responses in non-game contexts. ​ rd553@york.ac.uk Email Mastodon Other links Website LinkedIn Twitter Github Supervisor: Prof. Paul Cairns Featured Publication(s): Automatic Game Tuning for Strategic Diversity Themes Applied Games Design & Development Player Research - Previous Next

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