Skip to contentSkip to filters

We use cookies for analytics.

Topic: video games

Seminar
3 seminars

In Applied Mathematics and Artificial Intelligence

Seminar · Mathematical Modeling

Using Maths to Decode the Universe

Tom Crawford · University of Oxford; University of Cambridge

Fri, Feb 7, 2025 · 17:30 UTC

Tom Crawford explores how mathematical models turn questions about the world into equations that can be investigated. Examples range from relativity and infectious-disease modelling to his research on the spread of pollution in the ocean. The lecture also applies modelling to video games, sport and partner selection, illustrating how the same mathematical tools can clarify problems across very different settings.

Seminar · Artificial Intelligence

Generative models for video games

Katja Hoffman · Microsoft Research

Wed, May 1, 2024 · 13:00 UTC

Developing agents capable of modeling complex environments and human behaviors within them is a key goal of artificial intelligence research. Progress towards this goal has exciting potential for applications in video games, from new tools that empower game developers to realize new creative visions, to enabling new kinds of immersive player experiences. This talk focuses on recent advances of my team at Microsoft Research towards scalable machine learning architectures that effectively capture human gameplay data. In the first part of my talk, I will focus on diffusion models as generative mo

Seminar · Cognition

Neurocognitive mechanisms of enhanced implicit temporal processing in action video game players

Francois R. Foerster · Giersch Lab, INSERM U1114

Wed, Feb 23, 2022 · 04:00 UTC

Playing action video games involves both explicit (conscious) and implicit (non-conscious) expectations of timed events, such as the appearance of foes. While studies revealed that explicit attention skills are improved in action video game players (VGPs), their implicit skills remained untested. To this end, we investigated explicit and implicit temporal processing in VGPs and non-VGPs (control participants). In our variable foreperiod task, participants were immersed in a virtual reality and instructed to respond to a visual target appearing at variable delays after a cue. I will present beh