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  • What's in a name? Ages and names predict the valence of social interactions in a massive online game

    < Back What's in a name? Ages and names predict the valence of social interactions in a massive online game Link ​ Author(s) AV Kokkinakis, J Lin, D Pavlas, AR Wade Abstract ​ More info TBA ​ Link

  • Ivan Bravi

    < Back ​ Dr Ivan Bravi Queen Mary University of London ​ iGGi Alum ​ ​ Ivan Bravi has obtained his B.Sc and M.Sc in Engineering of Computer Systems at the Politecnico di Milano, Italy. From January to July 2016 he was Visiting Scholar at the NYU’s Game Innovation Lab in New York, under the supervision of Prof. Julian Togelius. Since October 2017 he's an IGGI PhD student at Queen Mary University of London under the supervision of Simon Lucas. Ivan has published several workshop and conference papers in different venues such as IJCAI, Evostar, CIG, FDG, AAAI and CoG. Automatic playtesting of games can significantly streamline the process of designing, developing and releasing a game. It is also a possible application of Artificial General Intelligence (AGI): having a set of flexible algorithms that can play games regardless of their type decouples the two problems (playtesting and developing AGI algorithms) advancing both independently. When it comes to developing new AGI algorithms for game-playing a crucial characteristic is the ability of expressing different behaviours. Most of the research has focused on peak performance game-playing agents, this research project instead focuses on producing agents that are able to show different playing styles (behaviours) with no explicit domain information embedded in the algorithm. Behavioural expressivity arises from the parameterisable components of an algorithm. In classical Statistical Forward Planning (SFP) it is very straightforward to adjust these, e.g. how far ahead it's planning. A very important component of SFP algorithms is the heuristic function used to evaluate the quality of game states. Being able to define heuristics in a game-agnostic manner is a key element in maintaining the algorithms generally. ​ i.bravi@qmul.ac.uk Email Mastodon Other links Website LinkedIn https://twitter.com/ivanbravi Twitter https://github.com/ivanbravi Github Supervisor(s): Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Self-adaptive MCTS for General Video Game Playing Rinascimento: Playing Splendor-Like Games With Event-Value Functions Rinascimento: searching the behaviour space of Splendor Rinascimento: using event-value functions for playing Splendor Learning local forward models on unforgiving games Rinascimento: Optimising statistical forward planning agents for playing splendor A local approach to forward model learning: Results on the game of life game Game AI hyperparameter tuning in rinascimento Efficient evolutionary methods for game agent optimisation: Model-based is best Shallow decision-making analysis in general video game playing Evolving UCT alternatives for general video game playing Evolving game-specific UCB alternatives for general video game playing Themes Game AI Player Research - Previous Next

  • Game Data | iGGi PhD

    < Back Game Data How might we analyse the big data exhausts of games to support game developers and understand people inside and outside of games? Project areas include: Imitation Learning: Using game data from human players we can build AI opponents and team-mates to enhance multi-player games. Comparative Analysis of Games : By comparing data across different games, developers can understand key factors underlying game genres or mechanics, leading to more successful future game designs. Social Dynamics in Games : Studying data from multiplayer games can uncover fascinating insights about social dynamics and cooperation/competition among players. Game Economics : In games with virtual economies, tracking and analysing economic data can help maintain balanced economies, which is crucial for player satisfaction and the longevity of the game. << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Nick Ballou iGGi Alum ​ Player Research, Game Data Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Dan Cooke iGGi PG Researcher Available for placement Esports, Game Data, Player Research Read More Dr Jeremy Gow Supervisor ​ Game AI, Creative Computing, Design & Development, Game Data Read More Prof. David Beer Supervisor ​ Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Dr Ignacio Castro Supervisor ​ Game AI, Applied Games, Player Research, Game Data Read More Prof. Anders Drachen Supervisor ​ Player Research, Design & Development, Game Data, Esports Read More Dr Miles Hansard Supervisor ​ Game AI, Immersive Technology, Design & Development, Game Data Read More Prof. Paul Cairns Supervisor ​ Applied Games, Player Research, Accessibility, Game Data Read More Dr Tom Collins Supervisor ​ Game AI, Game Audio, Game Data, Player Research, Esports Read More Dr Dan Franks Supervisor ​ Game AI, Game Data Read More Yu-Jhen Hsu iGGi PG Researcher ​ Game AI, Game Data Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents D Jeurissen, D Perez-Liebana, J Gow, D Cakmak, J Kwan arXiv preprint arXiv:2403.00690, 2024 Dominik Jeurissen View Details Can We Generate Realistic Hands Only Using Convolution? M Hosseini, P Hosseini arXiv preprint arXiv:2401.01951, 2024 Peyman Hosseini View Details Applying and Visualising Complex Models in Esport Broadcast Coverage A Pedrassoli Chitayat, F Block, JA Walker, A Drachen Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Alan Pedrassoli Chitayat View Details Money laundering through video games, a criminals' playground D Cooke, A Marshall Forensic Science International: Digital Investigation, Volume 50, 2024, 301802, ISSN 2666-2817 Dan Cooke View Details How Could They Win? An Exploration of Win Condition for Esports Narratives AP Chitayat, FO Block, JA Walker, A Drachen Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024), 2024 Alan Pedrassoli Chitayat View Details Brain Drain Optimization (BRADO) Algorithm to Solve Multi-Objective Expert Team Formation Problem in Social Networks A Basiri, E Masehian, F Taghiyareh, P Hosseini ​ Peyman Hosseini View Details Load More iGGi Publications for this Theme Previous Next

  • Swords Narrative

    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. Swords Narrative

  • When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames

    < Back When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames Link ​ Author(s) F Foffano Abstract ​ More info TBA ​ Link

  • Emotional exploration and the eudaimonic gameplay experience: A grounded theory

    < Back Emotional exploration and the eudaimonic gameplay experience: A grounded theory Link ​ Author(s) T Cole, M Gillies Abstract ​ More info TBA ​ Link

  • Matthew Whitby

    < Back ​ Dr Matthew Whitby University of York ​ iGGi Alum ​ ​ Matthew Whitby is a games designer, and player experience academic investigating how games can shape how perspectives on a small or grand scale. In particular, his work considers how we can make the development of perspective challenging processes easier for game developers. Previously, Matthew has published his undergraduate dissertation within the Games Journal, which explored the creation and design of Games Installations. Games that make full use of their surrounding space, and in fact incorporate the real world with its digital counterpart. In addition, he’s worked with Motek Medical, a rehabilitation company based in Amsterdam, where he developed socially focused multiplayer applications. More recently, he attended CHI Play 2019 to present the foundational study of his PhD titled: “One of the Baddies All Along: Perspective Challenging Moments in Games”. He continues to develop this idea forward, while developing games (both digital and table-top) in his spare time. Matthew’s work hopes to answer; how games can challenge a player’s perspective, and if this is a phenomenon that can be intentionally designed for? ​ matt_whitby@hotmail.com Email Mastodon https://www.matt-whitby.com Other links Website https://www.linkedin.com/in/matthew-whitby-b324ab83 LinkedIn https://twitter.com/whitbywrites Twitter Github Supervisor(s): Prof. Sebastian Deterding Dr Jo Iacovides ​ Themes Design & Development Player Research - Previous Next

  • Videogame Correlates of Real Life Traits and Characteristics.

    < Back Videogame Correlates of Real Life Traits and Characteristics. Link ​ Author(s) AV Kokkinakis Abstract ​ More info TBA ​ Link

  • Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play

    < Back Playing with Dezgo: Adapting Human-AI Interaction to the Context of Play Link ​ Author(s) J Villareale, G Cimolino, D Gomme Abstract ​ More info TBA ​ Link

  • Virtual Creature Morphology‐A Review

    < Back Virtual Creature Morphology‐A Review Link ​ Author(s) G Lai, FF Leymarie, W Latham, T Arita, R Suzuki Abstract ​ More info TBA ​ Link

  • Characteristics and motivations of players with disabilities in digital games

    < Back Characteristics and motivations of players with disabilities in digital games Link ​ Author(s) J Beeston, C Power, P Cairns, M Barlet Abstract ​ More info TBA ​ Link

  • LAST EVER iGGi Cohort – Sep 2023 Start | iGGi PhD

    < Back LAST EVER iGGi Cohort – Sep 2023 Start iGGi is proud to announce that we have now successfully recruited a total of 120 PhD researchers over its two funding runs (i.e., “IGGI 1” and “IGGI 2” which each granted funding for 5 years of new intake), resulting in a total of 10 cohorts of 12 new researchers on average per year. While this is sad news for those who were hoping to apply to the programme in future as there won’t be any further recruitment, we are excited about the high quality of work that iGGis on the programme have so far achieved and about what is still to come. Our last ever intake comprises a total of 16 new researchers who are about to start the programme officially at the beginning of this October (2023). We’ve seen teasers of their research projects during the “Year 1 Buzz” session of last week’s iGGi conference, and, diverse though they were in their topic areas, they all looked very promising. – We can’t wait to hear more of it!! If you are a new iGGi Year 1 and happen to read this: Here’s a warm welcome to you from the iGGi Community - to many years of shared work and fun! ​ Previous 18 Sept 2023 Next

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