The Creative Assembly
The Creative Assembly
4 Projects, page 1 of 1
assignment_turned_in Project2020 - 2022Partners:QMUL, AI Factory (United Kingdom), Microsoft Research (United Kingdom), UK Government, Bossa Studios +9 partnersQMUL,AI Factory (United Kingdom),Microsoft Research (United Kingdom),UK Government,Bossa Studios,AI Factory Ltd.,UK ATOMIC ENERGY AUTHORITY,MICROSOFT RESEARCH LIMITED,Mountain Property Ventures,The Creative Assembly,The Creative Assembly,Mountain Property Ventures,Government of the United Kingdom,Bossa StudiosFunder: UK Research and Innovation Project Code: EP/T008962/1Funder Contribution: 305,206 GBPThe games industry is one of the fastest-growing industries in the world, with yearly revenues expected to increase from US$ 138bn in 2018 to US$ 180bn in 2021. The UK games industry is a worldwide leader that contributes significantly to wealth creation and export, with a clear growing tendency: 62% of the 2261 companies in the UK were founded in the last 8 years. Employing 12,000 people with sales valued in £4.3bn for 2017, this industry is the second largest market in Europe and the fifth in the world. Games have also been excellent benchmarks for the advancement of AI. One of the most clear and recent examples of this is the progress on search methods in the game of Go. Go is a thousand years old board game of simple rules but complex strategy, where humans had dominated computer AIs since the beginning of the field. Monte Carlo Tree Search (MCTS), an AI technique that explores the different branches of actions that both players can take, became in 2016 the standard algorithm for creating Go AI players, giving birth to substantial research on variations and applications of this algorithm. Since then, MCTS has been used in thousands of other works in and outside games. This progress reached another milestone when Google Deepmind's Alpha Go mastered this game with a combination of MCTS and Deep Learning (DL). MCTS uses a forward model (FM), which is a representation of the game state that allows to roll the state forward after applying any action in the game. This "simulator" is also used by other Statistical Forward Planning (SFP) methods that are also showing similar promise to MCTS in some domains, such as Rolling Horizon Evolutionary Algorithms (RHEA). It is however striking that despite the popularity and progress on SFP methods, they have barely reached the games industry. The most known uses of MCTS for Opponent AI in the games industry are in the Total War series by Creative Assembly, AI Factory on card games and Lionhead's tactical planning for Fable Legends. Given that the games industry is one of the fastest growing industries in the world and UK one may wonder why one of the top algorithms on AI in Games barely reaches far less than 0.01% of this industry. The aim of this project is to incorporate an FM library into a modern games engine in order to facilitate research on the use of SFP techniques in large, complex, video-games. On the one hand, the project will address the technical and design problems of integrating a customisable FM that determines which elements of the real game state form part of the FM and how abstractions can be made. On the other hand, the project will aim to understand how SFP methods perform under these conditions in complex and large commercial-like games, investigating how these can be improved. The resultant framework will allow to test these methods in a wide range of games, with a special emphasis on proposing a Game AI competition for industry and researchers. Dissemination of the project's research outcomes will be guaranteed via open source libraries, frameworks, documentation and scientific papers. This project builds naturally on the PI's recent work on GVGAI (for which he is main developer, organiser and coordinator of the competition, tracks and team - www.gvgai.net), and it proposes a step change on General Game AI research and its relevance to the games industry, adapting it to modern games. This project addresses directly the applicability of well-established methods such as MCTS/RHEA to large and complicated games and also the industry needs for fast, reliable and state of the art AI techniques. Our strong group of game industry partners (Microsoft Research, AI Factory, Bossa Studios, Creative Assembly and Gwaredd Mountain) will help steer the project into the interests of the game research and industry communities. Applications beyond games will also be explored with the help of our non-game industry partner (the Defence Science and Technology Laboratory).
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::07efb1c298256a0529fcf3cadf3ea95d&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::07efb1c298256a0529fcf3cadf3ea95d&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in Project2013 - 2016Partners:Revolution Software Ltd, FHG, Introversion Software (United Kingdom), ICX, AI Factory (United Kingdom) +41 partnersRevolution Software Ltd,FHG,Introversion Software (United Kingdom),ICX,AI Factory (United Kingdom),University of York,MiniMonos UK,Science City York,Tech City Investment Organisation,Digital Shoreditch,Limbs Alive,Tech City Investment Organisation,Game Republic,Innovate UK,We R Interactive Ltd,Red Kite Games,Complex City Apps,Albino Pixel Ltd,Science City York (United Kingdom),Introversion Software Ltd,Social Inclusion through DigitalEconomy,AI Factory Ltd.,Fraunhofer Society,AiGameDev.com (Austria),Social Inclusion through DigitalEconomy,Albino Pixel Ltd,Limbs Alive (United Kingdom),Digital Shoreditch,Revolution Software Ltd,Four Door Lemon Ltd,Game Republic,CITY OF YORK COUNCIL,The Creative Assembly,City of York Council,MiniMonos UK,Technology Strategy Board (Innovate UK),The Creative Assembly,Innovate UK,Complex City Apps,Four Door Lemon Ltd,The Independent Games Developers Association,City of York Council,TIGA The Ind Game Dev Assoc Ltd,University of York,Red Kite Games,AIGameDevFunder: UK Research and Innovation Project Code: EP/K039857/1Funder Contribution: 1,160,900 GBPThe digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd largest in the world) was underlined in the Chancellor's Autumn statement (5th December 2012), which confirmed substantial tax reliefs for the digital games industry, saying that "the Government will ensure that the reliefs are among the most generous in the world". Enthusiasm for digital games is underlined by a 2012 Forbes magazine article suggesting that, by the age of 21, the typical child has played 10,000 hours of digital games. How can we harness widespread enthusiasm for digital games to contribute to advances in society and science in addition to economic impacts? For example, we can test economic theories by analysing the artificial economies in online games, or we can improve the motor skills of recovering stroke patients by using games based on motion detection devices such as the Wii controller, Kinect or simply the mobile phone. In this proposal we will bring the UK digital games industry closer to scientists and healthcare workers to unlock the potential for scientific and social benefits in digital games. The numbers of games sold and the numbers of game hours played mean that we only need to persuade a small fraction of the games industry to consider the potential for social and scientific benefit to achieve a massive benefit for society, and potentially to start a movement that will lead to mainstream distribution of games aimed at scientific and social benefits. In order to do this we need to understand the current state of the digital games industry, by engaging directly with games companies and with industry network associations like the Creative Industries Knowledge Transfer Network. We have a group of 12 games companies and 9 network organisations, all of whom have pledged their support, to get us started. Then we need to build simulation models that will allow us to investigate what might happen in the future (e.g. if government policy were to encourage the development of games with scientific and social benefits). We need to conduct research into sustainable business models for digital games, and particularly for games with scientific and social goals. These will show us how businesses can start up and grow to develop a new generation of games with the potential to improve society. Every action in an online game, from an in-game purchase to a simple button push, generates a piece of network data. This is a truly immense source of information about player behaviours and preferences. We will explore what online data is available now and might become available in the future, investigate the issues around gathering such data, and develop new algorithms to "mine" that data to better understand game players as an avenue for making better games, societal impact and scientific research. It is an ambitious programme, but the potential benefits if we are even partially successful could have a huge impact on children, science and wider society.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::0f8c05f30284f35617f6832655ae79ff&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::0f8c05f30284f35617f6832655ae79ff&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in Project2014 - 2025Partners:ICX, AI Factory (United Kingdom), Rebellion, University of Malta, Innovate UK +112 partnersICX,AI Factory (United Kingdom),Rebellion,University of Malta,Innovate UK,Txchange,Roll7,ROLI,Marmalade Game Studios UK,AI Factory Ltd.,Revolution Software Ltd,Swrve New Media,Sony Interactive Entertainment,SAPO Portuguese Telecomms,The Tuke Centre,UK Interactive Entertainment,Crowdicity,Rebellion,Forma,University of Twente,University of York,Four Door Lemon Ltd,University of Iceland,HerxAngels,22cans,British Screen Advisory Council,SideFX,BT Group,Crowdicity,Four Door Lemon Ltd,SAPO Portuguese Telecomms,Electronic Arts (United Kingdom),Science City York (United Kingdom),BLITZ GAMES,Supermassive Games,Game Republic,We R Interactive Ltd,University of Malta,HerxAngels,Tangentix,Tendring District Council,Codemasters,Roli (United Kingdom),Havok,Bossa Studios,BT Group (United Kingdom),The Tuke Centre,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,Namaste Entertainment,DTS Licencing Ltd UK,Hand Circus,Blitz Games Studios,Splashdamage,Int Game Developers Assoc IGDA,British Screen Advisory Council,Mental Health Foundation,Mental Health Foundation,Polytechnic University of Milan,Bossa Studios,AiGameDev.com (Austria),DTS Licencing Ltd UK,IT University of Copenhagen,Arts Council England,Game Republic,Swrve New Media,The Creative Assembly,The Creative Assembly,Clicmobile SAS,GEOMERICS LTD,Namaste Entertainment,Kuato Studios UK,Age UK,WUT,Imaginarium,TU Dortmund University,Supermassive Games,Txchange,Rebellion (United Kingdom),University of Twente,Technology Strategy Board (Innovate UK),Clicmobile SAS,Eutechnyx (United Kingdom),Sony Computer Entertainment Europe,Eutechnyx,Science City York,Splashdamage,Stainless Games Ltd,Electronic Arts,Int Game Developers Assoc IGDA,Roll7,Codemasters,Marmalade Game Studios UK,Technical University of Dortmund,Tendring District Council,Innovate UK,Tangentix,Stainless Games Ltd,Digital Catapult,Hand Circus,Connected Digital Economy Catapult,BT Group,SideFX,Revolution Software Ltd,University of York,Inria Saclay - Île-de-France Research Centre,David Reeves Consulting Ltd,Essex Age UK,Imaginarium,Essex Age UK,22cans,ARM (United Kingdom),INRIA Research Centre Saclay,Ukie (Interactive Entertainment Assoc),AIGameDev,Kuato Studios UK,HavokFunder: UK Research and Innovation Project Code: EP/L015846/1Funder Contribution: 5,651,240 GBPThe digital games industry has global revenues of $65bn (in 2011) predicted to grow to $82bn by 2017. The UK is a major player, whose position at third internationally (behind the US and Japan) is under threat from China, South Korea and Canada. The £3bn UK market for games far exceeds DVD and movie box office receipts and music sales. Driven by technology advances, the industry has to reinvent itself every five years with the advent of new software, interaction and device technologies. The influential 2011 Nesta "Next Gen" review of the skills needs of the UK Games and Visual Effects industry found that more than half (58%) of video games employers report difficulties in filling positions with recruits direct from education and recommended a substantial strengthening of games industry-university research collaboration. IGGI will create a sustainable centre which will provide the ideal mechanism to consolidate the scientific, technical, social, cultural and cognitive dimensions of gaming, ensuring that the industry benefits from a cohort of exceptional research-trained postgraduates and harnessing research-led innovation to ensure that the UK remains at the forefront of innovation in digital games. The injection of 55+ highly qualified PhD graduates and their associated research projects will transform the way the games industry works with the academic community in the UK. IGGI will provide students with a deep grounding in the core technical and creative skills needed to design, develop and deliver a game, as well as training in the scientific, social, therapeutic and cultural possibilities offered by the study of games and games players. Throughout their PhDs the students will participate in practical industrial workshops, intensive game development challenges and a yearly industrialy-facing symposium. All students will undertake short- and longer-term placements with companies that develop and use games. These graduates will push the frontiers of research in interaction, media, artificial intelligence (AI) and computational creativity, creating new game-themed research areas at the boundaries of computer science and economics, sociology, biology, education, robotics and other fields. The two core themes of IGGI are: Intelligent Games - increasing the flow of intelligence from research into digital games. We will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. The study of intelligent games will be underpinned by new business models and research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence - increasing the use of intelligence from games to achieve scientific and social goals. Analysis of gameplay data will allow us to understand individual behaviour and preference on a hitherto impossible scale, making games into a powerful new tool to achieve scientific and societal goals. We will work with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and use games to seed a new era of scientific experimentation into human behaviour, preference and interaction, in economics, sociology, psychology and human-computer-interaction. The IGGI CDT will provide a major advance in an area of great importance to the UK economy and massive impact on society. It will provide training for the leaders of the next generation of researchers, developers and entrepreneurs in digital games, forging economic growth through a distinctly innovative and research-engaged UK games industry. IGGI will massively boost the notion of digital games as a tool for scientific research and societal good.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::d19da9ad8abc2e3b687b6e8fbf154ced&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::d19da9ad8abc2e3b687b6e8fbf154ced&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.euassignment_turned_in Project2019 - 2028Partners:UNSW, Monash University, Graz University of Technology, New Moon Studios, Electronic Arts (EA) +155 partnersUNSW,Monash University,Graz University of Technology,New Moon Studios,Electronic Arts (EA),Graz University of Technology,Stainless Games Ltd,Digital Catapult,Zooniverse,Amnesty International,Connected Digital Economy Catapult,University of Ontario Inst of Tech (UOIT,Autistica,Spirit AI,Women in Games,Square Enix Limited,Revolution Software Ltd,CMU,Sony Interactive Entertainment,Crowdicity,National Science and Media Museum,Nokia Bell Labs,Game Republic,Universidad Autónoma Metropolitana,Ubisoft Massive Entertainment,Cooperative Innovations,University of York,GameSparks: Amazon,Riot Games,University of Sheffield,BetaJester Ltd,The National Videogame Arcade,Dubit Limited,Georgia Institute of Technology,OvGU,Moon Collider Ltd,Fluttermind LLC,deltaDNA (UK),Carnegie Mellon University,Science Museum,UKIE,Southern University of Science and Technology,Yokozuna Data,CBT Clinics,Women in Games Jobs (WIGJ),MICROSOFT RESEARCH LIMITED,ESL UK,UCI,Fnatic Ltd,Northeastern University,Riot Games,UK Games Talent and Finance CIC,Enigmatic Studios,UCF,NSU,Revolution Software Ltd,Make It York,Symbolism Studios,Cooperative Innovations,Frontline VC,York Mediale,TT Games Ltd,Wooga GmbH,Bossa Studios,Tactile Entertainment,Ubisoft Massive Entertainment,deltaDNA (UK),Digital Jam Limited,University of Ontario Institute of Technology,University of Geneva,Enigmatic Studios,The AbleGamers Charity,CBT Clinics,Dubit Limited,Nokia Bell Labs,Introversion Software (United Kingdom),Square Enix Limited,RollingMedia Ltd,UK Games Talent and Finance CIC,British Games Institute (BGI),Zooniverse,COMIC,Durham University,Game Republic,Frontline VC,The Creative Assembly,STEM Learning Ltd,Knowledge Transfer Network,The Creative Assembly,STEM Learning Ltd,COMIC Research,Tampere University,Sony Computer Entertainment Europe,Microsoft Research (United Kingdom),UKIE,University of Waterloo,Parliament of United Kingdom,South Uni of Sci and Tech of China SUST,UCSC,National Science and Media Museum,York Mediale,Games for Good,University of Waterloo (Canada),Science City York,Makemedia,Monash University,Bossa Studios,Screen Yorkshire,BetaJester Ltd,Player Research Ltd,Stainless Games Ltd,Yokozuna Data,University of Sheffield,Electronic Arts (Canada),British Broadcasting Corporation - BBC,Symbolism Studios,New Moon Studios,Falmouth University,University of California, Santa Cruz,Games for Good,Makemedia,British Games Institute (BGI),University of California, Irvine,The National Videogame Arcade,Introversion Software Ltd,Moon Collider Ltd,Fluttermind LLC,BBC,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,Utrecht University,UNIGE,Durham University,GT,Carlos III University of Madrid,Player Research Ltd,Tactile Entertainment,North Carolina State University,Utrecht University,UAM,TT Games Ltd,Wooga GmbH,Autistica,Crowdicity,Science City York (United Kingdom),House of Commons,The AbleGamers Charity,Fnatic Ltd,University of York,Knowledge Transfer Network Ltd,RollingMedia Limited,Spirit AI,GameSparks: Amazon,North Carolina Agricultural and Technical State University,Screen Yorkshire,Make It York,University Of New South Wales,University of Applied Arts Vienna,British Broadcasting Corporation (United Kingdom),ESL UKFunder: UK Research and Innovation Project Code: EP/S022325/1Funder Contribution: 6,715,270 GBPDigital games have extraordinary economic, social and cultural impact. The industry is one of the fastest-growing in the world, larger than film or music, with revenues expected to increase from $138 billion in 2018 to $180 billion by 2021. 2.6 billion people worldwide play digital games (21 million in the UK), with an average age of 35 and equal numbers of females and males. The Wellcome Trust-sponsored game Senua's Sacrifice, made in the UK, won 5 Baftas for its interactive and educational portrayal of psychosis. The UK games industry is a global leader - UK game sales are valued at £4.3bn with 12,000 people directly employed. The games industry is innovative and hungry for innovation - recent research breakthroughs in Artificial Intelligence (AI) and Machine Learning (ML) have arisen through games research undertaken at Google DeepMind in the UK. Rolls Royce makes better jet engines using 3D technology pioneered in games. Games are leading the "data and AI revolution" of HM Government's 2017 Industrial Strategy. Games have become a massive lever for social good through applied games for health, education, and science. The mobile game Pokémon Go added 144 billion steps to physical activity in the US alone. The Alzheimer's Research-funded Sea Hero Quest game collected data equivalent to 9,400 years of dementia lab data within 6 months. The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) first received funding in 2014, and has since been a huge success: raising the level of research innovation in games, with the highest-possible ratings in our EPSRC mid-term review. The next phase of IGGI will inject 60+ PhD-qualified research leaders and state of the art research advances into the UK games industry. The two core themes of IGGI are: (1) Intelligent Games: increasing the flow of research into games. IGGI PhD research in topics such as AI, data science, and design will empower the UK games industry to create more innovative and entertaining games. IGGI research has already enhanced the experience for millions of game players. IGGI will create engaging AI agents that are enjoyable to interact with, tackling fundamental challenges for the future of work and society that go beyond games. IGGI will spearhead new AI techniques that augment human creativity by automatically 'filling in the details' of human sketches. (2) Game Intelligence: increasing the use of intelligence from games to achieve scientific and social goals. Every action in a digital game can be logged, creating huge data sets for behavioural science. For example, current IGGI students have assessed traits such as IQ, agreeableness, or attention from large game datasets. IGGI students will investigate more intelligent, adaptive games for education and to improve mental health. IGGI will maximize the enormous opportunity for scientific and social impact from games by laying the research groundwork for further data-driven applied games for health, science, and education. IGGI will massively advance these research themes, and train 60+ PhD students to be future research leaders. To accomplish this, our updated training programme and 60+ research supervisors will provide students with rigorous training and hands-on experience in AI, programming, game design, research methods, and data science, with end user and industry engagement from day one. Recruiting and empowering a diverse student cohort to promote equality, diversity, and inclusion through games, IGGI will drive positive culture change in industry and academia. Students will work with leading UK experts to co-create and disseminate standards for responsible games innovation. Directly working with the UK games industry through placements, workshops, game development challenges, and an annual conference, they will advance research knowledge and translate it into social, cultural and economic impact.
All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::0440fdb5dfe8cae17d070f640d34fbba&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eumore_vert All Research productsarrow_drop_down <script type="text/javascript"> <!-- document.write('<div id="oa_widget"></div>'); document.write('<script type="text/javascript" src="https://www.openaire.eu/index.php?option=com_openaire&view=widget&format=raw&projectId=ukri________::0440fdb5dfe8cae17d070f640d34fbba&type=result"></script>'); --> </script>
For further information contact us at helpdesk@openaire.eu