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  • Diversity maintenance using a population of repelling random-mutation hill climbers

    < Back Diversity maintenance using a population of repelling random-mutation hill climbers Link ​ Author(s) R Volkovas, M Fairbank, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • iGGi Seminar Series: Recordings of no 1-4 | iGGi PhD

    < Back iGGi Seminar Series: Recordings of no 1-4 OUT NOW! – We’ve just released the recordings of our 1st four iGGi Seminars: once a month a panel of guest speakers + iGGi PhD researchers discuss a topic relevant to games industry/research. Here's the playlist: Subscribe to our YouTube channel to receive updates. ​ Previous 9 Nov 2021 Next

  • Optimising level generators for general video game AI

    < Back Optimising level generators for general video game AI Link ​ Author(s) O Drageset, MHM Winands, RD Gaina, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • 2020 Cohort Mini-Conference | iGGi PhD

    < Back 2020 Cohort Mini-Conference The recent 2020 cohort Mini-Conference was a great success! It was held in York and focused on highlighting the work being submitted and published by the iGGi PGRs at this stage in their projects. The cohort members had a chance to meet one another (as due to the pandemic, some still had not ever met before!) and to take a deep dive in to each-other's work, sharing knowledge in a simultaneously bonding and educational trip. The meet certainly fostered ideas for some collaborations between students, so watch this space! ​ Previous 20 Apr 2022 Next

  • Visualizing Multiplayer Game Spaces

    < Back Visualizing Multiplayer Game Spaces Link ​ Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract ​ More info TBA ​ Link

  • Simultaneous multi-view object recognition and grasping in open-ended domains

    < Back Simultaneous multi-view object recognition and grasping in open-ended domains Link ​ Author(s) H Kasaei, S Luo, R Sasso, M Kasaei Abstract ​ More info TBA ​ Link

  • Dr Andrew James Wood

    < Back ​ Dr Andrew James Wood University of York ​ Supervisor ​ ​ I am an interdisciplinary researcher at the University of York. My background is in Mathematical Physics but my interests are now in applying computational and mathematical techniques to interesting problems, mostly in Biology. This includes such topics as collective motion (particularly in interaction networks and the role of noise) and microbiology (particularly in metabolism, industrial biotechnology, spatial structure and plasmid dynamics) as well as modelling naval conflicts and glycosylation. I have a natural interest in games and am interested in the interface between games and science, be that in using games to do, or disseminate, science or in utilising mechanisms and insights from research to inspire games. Research themes: Game Analytics Game Design Games with a Purpose Gamification ​ jamie.wood@york.ac.uk Email Mastodon https://ajamiewood.weebly.com/ Other links Website https://www.linkedin.com/in/jamie-wood-82460055/ LinkedIn https://twitter.com/@2jamiewood Twitter Github ​ ​ Themes Applied Games Design & Development Game Data - Previous Next

  • Interactive Machine Learning for Generative Models

    < Back Interactive Machine Learning for Generative Models Link ​ Author(s) Junichi Shimizu, Ireti Olowe, Terence Broad, Gabriel Vigliensoni, Prashanth Thattai Ravikumar, Rebecca Fiebrink Abstract ​ More info TBA ​ Link

  • Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams

    < Back Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams Link ​ Author(s) ETS Tan, K Rogers, LE Nacke, A Drachen, A Wade Abstract ​ More info TBA ​ Link

  • Registered Report Evidence Suggests No Relationship Between Objectively Tracked Video Game Playtime and Well-Being Over 3 Months

    < Back Registered Report Evidence Suggests No Relationship Between Objectively Tracked Video Game Playtime and Well-Being Over 3 Months Link ​ Author(s) N Ballou, CJR Sewall, J Ratcliffe, D Zendle, L Tokarchuk, S Deterding Abstract ​ More info TBA ​ Link

  • Callum Deery

    < Back ​ Callum Deery University of York ​ iGGi Alum ​ ​ Callum is a researcher and game developer investigating how real-time player experience measurement can be used to drive adaptive games. Aiming to embed player experience questionnaires into games in a way that doesn’t break immersion and presence, his PhD is focussed on leveraging the wide range of existing player experience questionnaires to improve games ability to adapt to players. This will involve exploring the states of immersion and presence: What is necessary to maintain them? What experiences can players reflect on without breaking immersion? How do we embed a questionnaire into an in-development game without disrupting the player experience? ​ callum.deery@gmail.com Email Mastodon https://cfdj.itch.io/ Other links Website LinkedIn https://twitter.com/CallumDeery2 Twitter Github Supervisors: Dr James Walker Dr Anna Bramwell-Dicks ​ Themes Accessibility Design & Development Player Research - Previous Next

  • Yizhao Jin

    < Back ​ Yizhao Jin Queen Mary University of London ​ iGGi PG Researcher ​ ​ Currently a student at Queen Mary University of London (QMUL), I have delved deep into the realms of artificial intelligence and game design. With a passion for understanding the complexities behind real-time strategy (RTS) games and their dynamic, unpredictable nature, I have committed myself to contribute novel insights to this domain. Research: My primary research area is Hierarchical Reinforcement Learning (HRL) for Real-Time Strategy (RTS) games. RTS games, known for their intricate mechanics and vast decision spaces, present a formidable challenge for traditional AI approaches. By employing HRL, I aim to develop agents that can not only understand the multi-layered tactics and strategies of these games but also learn to adapt to ever-changing game scenarios efficiently. The main objectives of my research are: Better Generalization: To create agents that can seamlessly transition between different RTS games or various maps within the same game without extensive retraining. This involves understanding common strategic threads across multiple game domains. Efficient Training: RTS games are inherently time-consuming due to their vast decision spaces and prolonged gameplay. My research seeks ways to optimize the training process, ensuring that AI agents can learn faster and with fewer computational resources. ​ acw596@qmul.ac.uk Email Mastodon Other links Website LinkedIn Twitter https://github.com/decatt Github Supervisors: Prof. Greg Slabaugh Prof. Simon Lucas ​ Themes Game AI Previous Next

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