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  • Evaluating and Modelling Hanabi-Playing Agents

    < Back Evaluating and Modelling Hanabi-Playing Agents Link Author(s) J Walton-Rivers, PR Williams, R Bartle, D Perez-Liebana, SM Lucas Abstract More info TBA Link

  • Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games

    < Back Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games Link Author(s) S Berns, V Volz, L Tokarchuk, S Snodgrass, C Guckelsberger Abstract More info TBA Link

  • Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages.

    < Back Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages. Link Author(s) C Guckelsberger Abstract More info TBA Link

  • Eudaimonia in Digital Games

    < Back Eudaimonia in Digital Games Link Author(s) T Cole, A Denisova, J Iacovides Abstract More info TBA Link

  • Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games

    < Back Perceptual Distraction and its Effects on Difficulty and User Experience in Digital Games Link Author(s) M Frister Abstract More info TBA Link

  • University of Applied Arts Vienna

    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 Applied Arts Vienna

  • Learning dynamic graffiti strokes with a compliant robot

    < Back Learning dynamic graffiti strokes with a compliant robot Link Author(s) D Berio, S Calinon, FF Leymarie Abstract More info TBA Link

  • Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting

    < Back Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Link Author(s) I Bravi Abstract More info TBA Link

  • Building Player Profiles in Mobile Monetisation: A Machine Learning Approach | iGGi PhD

    Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Theme Game Data Project proposed & supervised by David Zendle To discuss whether this project could become your PhD proposal please email: david.zendle@york.ac.uk < Back Building Player Profiles in Mobile Monetisation: A Machine Learning Approach Project proposal abstract: This project aims to use machine learning techniques to segment and profile mobile gamers in terms of their in-game spending. Estimates suggest that more than 2.6bn people play mobile games globally; that more than 80 billion mobile games are downloaded annually; and that mobile gaming accounts for almost $100bn in transactions every year. Despite the profitability of mobile gaming, little is known about how different kinds of players spend money in mobile games. Informal theories regarding specific differences in gaming are widely espoused: one influential model, for example, posits the existence of a small but profitable layer of heavily-involved 'whales', and much larger groups of smaller-spending 'dolphins' and 'minnows'. However, it is unclear whether this structure really does explain the monetisation of most games; and whether monetisation may vary between games; and between cultural contexts. In this project, we will take a data-driven approach, and apply a variety of machine learning techniques to large datasets of real player transactions. By both applying and developing algorithmic techniques for the analysis of such data, we will help build an understanding of how in-game spending may be profiled. This project would suit a machine learning specialist; a quantitative social scientist, or a data scientist wishing to do impactful work. It will be supervised by David Zendle, one of the world's leading experts on video game monetisation, and may involve one or more industrial partners who will share player data for the project. Supervisor: David Zendle Based at:

  • Nokia Bell Labs

    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. Nokia Bell Labs

  • 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

  • Embodiment and computational creativity

    < Back Embodiment and computational creativity Link Author(s) C Guckelsberger, A Kantosalo, S Negrete-Yankelevich, T Takala Abstract More info TBA Link

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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