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  • A community-sourced glossary of open scholarship terms

    < Back A community-sourced glossary of open scholarship terms Link Author(s) S Parsons, F Azevedo, MM Elsherif, S Guay, ON Shahim, GH Govaart, [...], N Ballou Abstract More info TBA Link

  • Rolling horizon evolutionary algorithms for general video game playing

    < Back Rolling horizon evolutionary algorithms for general video game playing Link Author(s) RD Gaina, S Devlin, SM Lucas, D Perez-Liebana 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

  • iGGi Game Jam 2022 | iGGi PhD

    < Back iGGi Game Jam 2022 We thought that with summer fast approaching and the end of term in close sight, the time would be right to reflect back on some of iGGi’s more iGGi-ish events which took place earlier this year. One such event was the iGGi Game Jam . iGGi PGRs gather once a year to create a game from scratch in a limited space of time (usually over 48 hours). This is an opportunity for those less familiar with game design/development to experience the process first hand, for those who are already experienced and/or have worked in industry before to explore new tools and/or skills, but most of all, we look at it as a shared fun time dedicated to (re-)connecting within and across cohorts, socialising and exchanging ideas. Traditionally, the Game Jam is coincided with international online events such as the Global Game Jam or Ludum Dare. This year, however, all of the jamming iGGi groups opted out of submitting to the Global Game Jam (for which iGGi was a registered site) – partly out of protest over the Global Game Jam’s initial choice of sponsor, partly because many felt that a relaxed group atmosphere was preferable to the high-octane pressure that participation in a global competition brings with it. This is not to say that we didn’t succumb to competitive spirit: prizes in 5 different categories were given out iGGi-internally at the final presentations upon conclusion of the jam. The categories were Non-fungible Gameplay - Best mechanic and game experience Houston, We Have A Problem - Most successful fail in a making a game Best Buddy - Best multiplayer game I Just Can't Get Enough - Best storytelling, immersive or replayable experience Tech Neutral - Most original & climate friendly use of technology You can find the majority of the resulting mini-games/proofs of concept uploaded on Itch here: https://itch.io/jam/iggi22/entries Previous 30 Jan 2022 Next

  • Predicting skill learning in a large, longitudinal MOBA dataset

    < Back Predicting skill learning in a large, longitudinal MOBA dataset Link Author(s) M Aung, V Bonometti, A Drachen, P Cowling, AV Kokkinakis, C Yoder, ... Abstract More info TBA Link

  • Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis

    < Back Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis Link Author(s) D Nguyen, J Kritz, RD Gaina, D Perez-Liebana Abstract More info TBA Link

  • iGGi at Develop:Brighton 2023 | iGGi PhD

    < Back iGGi at Develop:Brighton 2023 Following the previous year’s success, the iGGi stand featured again on the Expo floor of the 2023 Develop:Brighton conference . This year’s Expo saw a record breaking 4970 visitors over the two days of its running (43% up from 3471 in 2022), and many of these visitors dropped by the iGGi stand to chat to us. Shifts at the iGGi stand were covered by the conference-attending iGGi PG Researchers (15 in total) who appreciated a break from their (often solitary) thesis/research work. With its stand presence at the Develop:Brighton Expo, iGGi is promoting the intersection between games industry and research. We are looking to engage the two in conversation. We want to foster ways of knowledge exchange that are mutually beneficial to both sides. If you want to learn more about existing pathways of knowledge exchange between iGGi and games companies, you can check out our Industry Info + KE page , but we are also always open for new ideas and formats. Please do get in touch if you require any further information. Previous 14 Jul 2023 Next

  • Towards human-robot gesture recognition using point-based medialness

    < Back Towards human-robot gesture recognition using point-based medialness Link Author(s) FF Leymarie, P Aparajeya, D Berio Abstract More info TBA Link

  • Game Data

    iGGi PhD Projects - listing 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

  • UK Games Talent and Finance CIC

    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. UK Games Talent and Finance CIC

  • Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings

    < Back Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings Link Author(s) GC Dobre, M Wilczkowiak, M Gillies, X Pan, S Rintel Abstract More info TBA Link

  • Network Bending: Expressive Manipulation of Deep Generative Models

    < Back Network Bending: Expressive Manipulation of Deep Generative Models Link Author(s) T Broad, FF Leymarie, M Grierson 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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