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  • Game Data

    iGGi PhD Projects 2023 Game Data This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. ​ While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Game Data ​ Building Player Profiles in Mobile Monetisation: A Machine Learning Approach This project aims to use machine learning techniques to segment and profile mobile gamers in terms of their in-game spending. Price Game Data Duration David Zendle Read More Game Data ​ Understanding ongoing mental states using video games: applications to mental health research. This project will use a combination of neuroscience and advanced data analysis methods to examine the link between video game play and the brain. We will use a combination of cutting-edge data analytic techniques applied to large, existing video game telemetry datasets and neuroimaging experiments designed to measure changes in ongoing mental states while people play simple video games. Price Game Data Duration Alex Wade Read More Load More

  • University of California, Santa Cruz

    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. University of California, Santa Cruz

  • The Relationship of Future State Maximization and von Foerster's Ethical Imperative Through the Lens of Empowerment

    < Back The Relationship of Future State Maximization and von Foerster's Ethical Imperative Through the Lens of Empowerment Link ​ Author(s) C Guckelsberger, C Salge, D Polani Abstract ​ More info TBA ​ Link

  • General video game for 2 players: Framework and competition

    < Back General video game for 2 players: Framework and competition Link ​ Author(s) RD Gaina, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

  • Automatic Evaluation of Tabletop Games | iGGi PhD

    Automatic Evaluation of Tabletop Games Theme Game AI Project proposed & supervised by Diego Pérez-Liébana To discuss whether this project could become your PhD proposal please email: diego.perez@qmul.ac.uk < Back ​ Automatic Evaluation of Tabletop Games Project proposal abstract: Modern Tabletop games are complex environments that combine multiple components: cards, tokens, boards, mechanics and rules. The amount, type and parameter values for each of these components affect the playability and balance of the game, influencing how the game is perceived by players and what strategies are better to win. This project proposal aims to research and develop methods to accurately evaluate the impact of each of these components in different aspects of gameplay, such as dominant strategies and game balance. In particular, the focus is set in large and complex games where it is computationally unaffordable to evaluate old or new content by playing the full game. The outcome of this project can lead not only to advance the state of the art in automatic evaluation techniques for existing games, but also to evaluate the impact of new components or mechanics in a game in development. Supervisor: Diego Pérez-Liébana Based at:

  • What Is a Game Jam?

    < Back What Is a Game Jam? Link ​ Author(s) G Lai, F Khosmood Abstract ​ More info TBA ​ Link

  • Rinascimento: Optimising statistical forward planning agents for playing splendor

    < Back Rinascimento: Optimising statistical forward planning agents for playing splendor Link ​ Author(s) I Bravi, D Perez-Liebana, SM Lucas, J Liu Abstract ​ More info TBA ​ Link

  • STEM Learning 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. STEM Learning Limited

  • Illuminating Super Mario Bros: quality-diversity within platformer level generation

    < Back Illuminating Super Mario Bros: quality-diversity within platformer level generation Link ​ Author(s) O Withington Abstract ​ More info TBA ​ Link

  • The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts.

    < Back The lived experience of Internet Gaming Disorder: core symptoms, antecedents and consequences as based on a qualitative analysis of Reddit posts. Link ​ Author(s) E Petrovskaya Abstract ​ More info TBA ​ Link

  • "These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending"

    < Back "These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending" Link ​ Author(s) E Petrovskaya, D Zendle Abstract ​ More info TBA ​ Link

  • iGGi Talk at Develop:Brighton - Dominik Jeurissen | iGGi PhD

    < Back iGGi Talk at Develop:Brighton - Dominik Jeurissen iGGi PG Researcher Dominik Jeurissen held a talk on " LLM Agents For QA - Potential & Limitations " at this year's Develop:Brighton conference. Abstract: With tight deadlines and a constantly evolving game, properly testing a game is challenging. Using AI agents to simplify this work sounds promising, but machine learning is often too slow, and manually implementing the agents takes time. As such, one particularly exciting application for QA is to use Large Language Models (LLMs) as zero-shot game-playing agents. LLM-based agents can play games without pre-training, making them a valuable asset to test a constantly changing game. But how well do they play games? What are their strengths, and what do they struggle with? In this session, we will review how to implement zero-shot agents with LLMs and show examples of existing LLM-based game-playing agents. We will also show that although these agents have many limitations, they have the potential to be a valuable tool for QA to automate many repetitive tasks. The objectives of Dominik's talk were to provide the audience with an overview of the cutting-edge research on LLM-based zero-shot game-playing agents show what these agents can do well and what their limitations are give practical tips on how to utilize LLM agents as QA tools Dominik's talk has been recorded and will be made available to Develop ticket holders. Please contact Dominik directly if you have any queries regarding the presentation. ​ Previous 11 Jul 2024 Next

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