IEEE CS Distiguished Visitor Talk
IEEE – Computer Society, Distinguished Visitor Program
Talk Title: AI/ML for games for AI/ML
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Speakers
Dr. Kostas Karpouzis
AI/ML for games for AI/ML
Digital games have recently emerged as a very powerful research instrument for a few reasons: they involve a wide variety of computing disciplines, from databases and networking to hardware and devices, and they are very attractive to users regardless of age or cultural background, making them popular and easy to evaluate with actual players. In the fields of Artificial Intelligence and Machine Learning, games are used in a two-fold manner: to collect information about the players’ individual characteristics (player modelling), expressivity (affective computing) and playing style (adaptivity) and also to develop AI-based player bots to assist and face the human players and as a testbed for contemporary AI algorithms. In this talk, we will discuss both approaches that relate AI/ML to games: starting from a theoretical review of user/player modelling concepts, we will discuss how we can collect data from the users during gameplay and use them to adapt the player experience or model the players themselves. Following that, we will discuss AI/ML algorithms used to train computer-based players and how these can be used in contexts outside gaming. Finally, we will discuss player modelling in contexts related to serious gaming, such as health and education. Intended audience: researchers in the fields of Machine Learning and Human-Computer Interaction, game developers and designers, and health and education practitioners. Outline: – Collecting behavioral and preference data from gameplay – Player modelling from emerging information – Player modelling from game behavior – Clustering/classification from game behavior – Estimating and maximizing player experience – Adapting to player experience – Machine learning for non-player characters – Imitating player personalities – Learning from player behavior – Game agents.
Biography:
Kostas Karpouzis is an associate professor at the Department of Communication, Media, and Culture, Panteion University of Social and Political Sciences in Athens, Greece. In the past, Kostas served for almost 20 years as a Research Director at the Institute of Communication and Computer Systems, National Technical University of Athens. Since 1998 and participated in more than twenty research projects funded by Greek and European bodies; most notably the Humaine Network of Excellence, within which he completed his post-doc in the field of mapping signals to signs of emotion, leading research efforts in emotion modelling and recognition, the FP6 IP CALLAS project, where I served as Area Leader of Affective applications, the FP7 TeL Siren project (Technical Manager), which was voted Best Learning Game in Europe for 2013 by the Games and Learning Alliance Network of Excellence, and the H2020 iRead project, which produced Navigo, the winner of the GALA Serious Games competition for 2018.
Kostas is currently serving as a member of the IEEE Explainable AI Working Group, which aims to produce a Standard for XAI – eXplainable Artificial Intelligence – for Achieving Clarity and Interoperability of AI Systems Design. Kostas is also the Student Activities and Computer Chapter Chair for IEEE Greece and a Member of the National Bioethics and Technoethics committee and the Ethics Advisory Board for ICCS-NTUA.
Currently the General Chair of the Foundations of Digital Games 2022 Conference, the Chief Editor for Frontiers in CS/Human-Media Interaction section, a member of the Editorial Board for Springer’s Journal on Multi-modal User Interfaces, Personal and Ubiquitous Computing, and International Journal of Applied Intelligence; and MDPI’s Big Data and Cognitive Computing and Virtual Worlds journals. In 2016, I co-edited a book on “Emotion in Games: Theory and Practice”, published by Springer.
Besides this, Kostas is involved in several science communication activities, most notably Famelab Greece and openscience.gr. I’m also an advocate for technology and CS in primary schools, participating in the Girls Go Coding initiative and serving as an Ambassador of EU Code Week in Greece (until 2018). I have participated as a speaker in 3 TEDx events, including TEDxAthens in 2019, while in 2016, I authored a lesson on the TED-ed platform titled “Can machines read your emotions?”; the lesson surpassed 300,000 views in its first week.
Address:Jordan
Agenda
Talk Title: AI/ML for games for AI/ML
Digital games have recently emerged as a very powerful research instrument for a few reasons: they involve a wide variety of computing disciplines, from databases and networking to hardware and devices, and they are very attractive to users regardless of age or cultural background, making them popular and easy to evaluate with actual players. In the fields of Artificial Intelligence and Machine Learning, games are used in a two-fold manner: to collect information about the players’ individual characteristics (player modelling), expressivity (affective computing) and playing style (adaptivity) and also to develop AI-based player bots to assist and face the human players and as a testbed for contemporary AI algorithms. In this talk, we will discuss both approaches that relate AI/ML to games: starting from a theoretical review of user/player modelling concepts, we will discuss how we can collect data from the users during gameplay and use them to adapt the player experience or model the players themselves. Following that, we will discuss AI/ML algorithms used to train computer-based players and how these can be used in contexts outside gaming. Finally, we will discuss player modelling in contexts related to serious gaming, such as health and education. Intended audience: researchers in the fields of Machine Learning and Human-Computer Interaction, game developers and designers, and health and education practitioners. Outline: – Collecting behavioral and preference data from gameplay – Player modelling from emerging information – Player modelling from game behavior – Clustering/classification from game behavior – Estimating and maximizing player experience – Adapting to player experience – Machine learning for non-player characters – Imitating player personalities – Learning from player behavior – Game agents.
Organized by:
• Jordan Joint Chapter of the IEEE Computer Society and Computational Intelligence Society
• Petra University
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