From IEEE Task Force on Player Satisfaction Modeling

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(List of Users)


Georgios N. Yannakakis (Chair) is Associate Professor at the IT University of Copenhagen working under the Center for Computer Games Research. His primary research interests lie in user (cognitive and affective) modeling, neuro-evolution, cooperative/competing multi-agent systems, dynamic game balancing, adaptive content creation, and real-time learning in video games. He has been the chair of two workshops (SAB'06, AIIDE'07) on areas strongly related to player satisfaction modeling and the principal investigator of the AGameComIn and CEPEG projects.
Bobby Bryant (Assistant Chair) is an Assistant Professor of Computer Science and Engineering at the University of Nevada, Reno, where he directs the Neuroevolution and Behavior Laboratory (NEBL). His interests include applications of computational intelligence to games, simulations, cognitive science, and biology. He organized the Workshop on Behavior Analysis for Artificial and Simulated Agents at Reno in 2007.


Chris Bateman is Managing Director of International Hobo, a specialist company in the field of market-oriented game design and narrative. He has worked in game design and writing for over a decade, originally with tabletop role playing games, and later in videogames after completing a Masters degree in Artificial Intelligence/Cognitive Science. He has two published novels, and his games include Ghost Master, Discworld Noir, and Play with Fire. He is co-author of the acclaimed 21st Century Game Design and editor of Game Writing: Narrative Skills for Videogames.
Andrew Chiou is a senior academic and researcher at Central Queensland University in Australia. He is the Co-organising Chair for the 2009 International Workshop on Intelligent Decision Support Systems and Applications in Networked and Distributed Systems (IDSS-NDS09). He is also the Co-founding Chair of the CQ Junior Robotics Competition held annually in Queensland since 2003. His current research interest includes the application of computational intelligence techniques in (a) digital editions of strategic, military and tactical board games; (b) autonomous robotics as a competitive and gaming platform such as soccer and urban search-and-rescue test arenas; and (c) intelligent decision support systems.
Darryl Charles is a lecturer at the University of Ulster (UU) in Northern Ireland. His research specialism is in CI for computer games and is particularly interested in adaptive mechanisms and real time machine learning to enhance player entertainment. He is a advisory member of the EPSRC CI in games network. Darryl leads the C3 research group at the UU and is currently involved in projects that include modeling emotion in AI agent architecture, games inspired e-learning systems, information based player profiling, and adaptive games for stroke rehabilitation.
Ben Cowley is a PhD student in the University of Ulster Coleraine, working with the C3 group. Research interests include behavioural types and discovering more about human cognition, especially where the brain is operating at close to optimal, or is highly engaged, or is having 'fun'. Research application involves using an information systems approach to do predictive player modelling and classification in Pacman.
John Hallam graduated from the University of Oxford with a BA in Mathematics in 1979, and a Ph. D. in Artificial Intelligence from the University of Edinburgh in 1985. Currently employed at the Maersk Institute, University of Southern Denmark, his research interests include the use of AI techniques to make computer games more fun. He has extensive expertise in neural and evolutionary computation methods, and in robotics.
Eva Hudlicka is a Principal Scientist and President of Psychometrix Associates, Inc. in Blacksburg, VA. Her primary research focus is the development of computational models of emotion, aimed at enhancing our understanding of the mechanisms underlying cognition-emotion interaction, and the nature of affective biases in decision-making. She is currently exploring the applications of this research in the development of ‘serious games’ in healthcare. Her prior research includes affect-adaptive user interfaces, visualization and user interface design, decision-support system design, and knowledge elicitation. Dr. Hudlicka has taught courses and tutorials in “Affective Computing”, “Affective Computing for Game Design” and “Computational Emotion Modeling”, and has authored a number of book chapters, articles and reports in this research area. She was recently a member of a National Research Council committee on “Organizational Models: From Individuals to Societies”. Dr. Hudlicka received a BS in Biochemistry from Virginia Tech, an MS in Computer Science from The Ohio State University, and a PhD in Computer Science from the University of Massachusetts-Amherst. Prior to founding Psychometrix Associates in 1995, she was a Senior Scientist at Bolt, Beranek & Newman in Cambridge, MA.
Hiroyuki Iida is Professor at the Japan Advanced Institute of Science and Technology, School of Information Science. He graduated from the Sophia University of Japan with a BA in Mathematics in 1985, and a PhD in Artificial Intelligence from the Tokyo University of Agriculture and Technology in 1994. Since 1994 he has been the Editor-in-Chief of the Journal of the International Computer Shogi Association (CSA Journal). He has been the enthusiastic leader of several programme and organizing committees and has received international research awards for his distinguished contributions. He is one of the founders of quantitative player satisfaction modeling in board games.
Katherine Isbister is an Associate Professor at IT University of Copenhagen's Center for Computer Games Research. Isbister's research focuses on social and emotional aspects of game design, and bringing techniques from human computer interaction research to the study and design of games. Isbister is author of Better Game Characters by Design: A Psychological Approach, a book which was nominated for Game Developer Magazine's Frontline award in 2006. She consults for game companies and other social/leisure software companies, and is a frequent speaker at industry and academic conferences.
Daniel Kudenko is a Lecturer in the Computer Science Department at the University of York, and head of the GID group. In addition to working in the research areas of machine learning, multi-agent systems, and user modelling, he has carried out various research and consulting projects in the area of artificial intelligence for games. Some of the work was funded by the Royal Academy of Engineering and Eidos. Dr. Kudenko has been teaching a module on AI for Games at York annually since 2000.
Risto Mikkulainen is Professor of Computer Sciences at the University of Texas at Austin and Director of the UTCS Neural Networks Research Group. His recent research focuses on methods for evolving neural networks and applying these methods to game playing, robotics, and intelligent control. He is an author of over 200 articles on neuroevolution, connectionist natural language processing, and the computational neuroscience of the visual cortex. He is an editor of the Machine Learning Journal and Journal of Cognitive Systems Research.
Lennart Nacke, Ph.D. in Digital Game Development, is currently (2010) a postdoctoral fellow in affective computing and user experience at the HCI Lab of the University of Saskatchewan, Canada. As much as an avid gamer, he is a passionate researcher and consultant, whose scientific interests are affective player evaluation and physiological HCI for example with EEG (i.e., brainwaves) and EMG (i.e., facial muscle contractions) or eye tracking as well as gameplay experience in player-game interaction.
Mike Preuss is Research Associate at the Computer Science Department, University of Dortmund, Germany (since 2000). His research interests focus on the field of evolutionary algorithms. Mike is currently working on opponent modeling for video (Pac-Man) and real-time strategy games, with an emphasis on creating human-like opponent characters, targeted at long-term player satisfaction.
Pieter Spronck is an assistant professor in the Artificial Intelligence department of the Faculty of Humanities and Sciences of Maastricht University, The Netherlands. He is a member of the Games & AI group. His research focuses on applying machine learning techniques to the AI of non-player characters in games, and on the AI for players of modern board games. He supervises several bachelor, master, PhD, and post-doctoral students who work in this area. He has published over 60 papers in refereed journals, books, and conference proceedings, many of which are on the AI in games. His research interests include machine learning, agent technology, and games.
David Thue is a doctoral student in Computing Science at the University of Alberta, Canada. His primary research interests include interactive storytelling, player preference modelling, dynamic gameplay alteration, and level-of-detail AI. He is the project lead of PaSSAGE, a multi-disciplinary effort aimed at bringing player preference modelling to the fields of interactive storytelling and entertainment.
Julian Togelius is interested in using computational intelligence methods both for creating complex adaptive control strategies for game agents, and for creating new entertaining content for games based on models of playing style. So far, he has mainly used racing games as testbeds. He is currently an Assistant Professor at the IT University of Copenhagen, Center for Computer Games Research.
Kevin Wong is currently working as an Associate Professor with the School of Information Technology at Murdoch University in Western Australia. He is a Senior Member of IEEE. He is the general conference chair for DIMEA 2007: Second International Conference on Digital Interactive Media in Entertainment and Arts, and CGIE 2006: Joint International Conference on CyberGames and Interactive Entertainment 2006. His current research interests include Interactive Digital Media and Simulation, Player Adaptive Entertainment Computing, Fuzzy Systems and Bio-inspired Computing.
Ke is a Senior Lecturer at the School of Computer Science at the University of Manchester.

His main research interests lie in machine learning, statistical pattern recognition, and their applications in machine perception and computational cognitive systems. Currently he is particularly interested in applying machine learning and cognitive theories to interactive computer games including player satisfactory modeling and automatic content generation. He is an authors of over 100 referred articles on machine learning, pattern recognition and machine perception. He has been on editorial board of several academic journals, e.g., IEEE Transactions on Neural Networks. He chaired IEEE CIS Intelligent Systems and Applications Technical Committee during 2008-2009 and now chairs IEEE CIS University Curricula Subcommittee.