
AI Factory Ltd.
AI Factory Ltd.
4 Projects, page 1 of 1
assignment_turned_in Project2014 - 2025Partners:Polytechnic University of Milan, Digital Catapult, Bossa Studios, SAPO Portuguese Telecomms, British Screen Advisory Council +112 partnersPolytechnic University of Milan,Digital Catapult,Bossa Studios,SAPO Portuguese Telecomms,British Screen Advisory Council,BT Group,HerxAngels,David Reeves Consulting Ltd,TIGA The Ind Game Dev Assoc Ltd,University of York,Science City York,Clicmobile SAS,UK Interactive Entertainment,The Creative Assembly,AI Factory Ltd.,Marmalade Game Studios UK,Forma,HerxAngels,University of Twente,Roll7,Electronic Arts (United Kingdom),INRIA Research Centre Saclay,TIGA The Ind Game Dev Assoc Ltd,Int Game Developers Assoc IGDA,Codemasters,Imaginarium,AIGameDev,ICX,Splashdamage,Swrve New Media,Hand Circus,Codemasters,22cans,INRIA Research Centre Saclay,Tangentix,Tangentix,Namaste Entertainment,Hand Circus,Geomerics Ltd,WUT,University of York,Essex Age UK,Supermassive Games,TU Dortmund University,Int Game Developers Assoc IGDA,Forma,22cans,Modern Built Environment,Tendring District Council,Splashdamage,Kuato Studios UK,Mental Health Foundation,University of Twente,Clicmobile SAS,DTS Licencing Ltd UK,Game Republic,BLITZ GAMES,Essex Age UK,Roll7,SideFX,Supermassive Games,Tendring District Council,GEOMERICS LTD,Stainless Games Ltd,Game Republic,Electronic Arts,Science City York,Crowdicity,AIGameDev,Revolution Software Ltd,We R Interactive Ltd,The Tuke Centre,The Creative Assembly,Sony Interactive Entertainment,British Screen Advisory Council,Rebellion Developments Ltd,SAPO Portuguese Telecomms,IT University of Copenhagen,Technology Strategy Board (Innovate UK),University of Iceland,Stainless Games Ltd,Txchange,Imaginarium,University of Malta,Marmalade Game Studios UK,Havok,Innovate UK,Four Door Lemon Ltd,Ukie (Interactive Entertainment Assoc),British Telecom,Blitz Games Studios,Kuato Studios UK,UKRI,Eutechnyx,Rebellion,Havok,Rebellion,Namaste Entertainment,Mental Health Foundation,SideFX,Four Door Lemon Ltd,The Tuke Centre,Age UK,ROLI,Txchange,ROLI,Bossa Studios,Connected Digital Economy Catapult,University of Malta,Crowdicity,Revolution Software Ltd,Sony Computer Entertainment Europe,Eutechnyx,Swrve New Media,AI Factory Ltd.,BT Group,DTS Licencing Ltd UKFunder: 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.
more_vert assignment_turned_in Project2013 - 2016Partners:Game Republic, The Creative Assembly, AI Factory Ltd., Science City York, UKRI +42 partnersGame Republic,The Creative Assembly,AI Factory Ltd.,Science City York,UKRI,AIGameDev,Science City York,Red Kite Games,TIGA The Ind Game Dev Assoc Ltd,Game Republic,CITY OF YORK COUNCIL,Complex City Apps,ICX,MiniMonos UK,Modern Built Environment,Four Door Lemon Ltd,Revolution Software Ltd,We R Interactive Ltd,Technology Strategy Board (Innovate UK),TIGA The Ind Game Dev Assoc Ltd,The Creative Assembly,Tech City Investment Organisation,City of York Council,Complex City Apps,Limbs Alive,Digital Shoreditch,Albino Pixel Ltd,MiniMonos UK,Limbs Alive,Revolution Software Ltd,University of York,University of York,Fraunhofer,Social Inclusion through DigitalEconomy,Digital Shoreditch,Tech City Investment Organisation,Social Inclusion through DigitalEconomy,Introversion Software (United Kingdom),Introversion Software Ltd,FHG,City of York Council,Four Door Lemon Ltd,AIGameDev,Albino Pixel Ltd,Red Kite Games,Innovate UK,AI Factory Ltd.Funder: 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.
more_vert assignment_turned_in Project2020 - 2022Partners:Mountain Property Ventures, Bossa Studios, UK Government, AI Factory Ltd., Cabinet Office +10 partnersMountain Property Ventures,Bossa Studios,UK Government,AI Factory Ltd.,Cabinet Office,Bossa Studios,UK ATOMIC ENERGY AUTHORITY,Microsoft Research Ltd,The Creative Assembly,Queen Mary University of London,AI Factory Ltd.,The Creative Assembly,Mountain Property Ventures,QMUL,MICROSOFT RESEARCH LIMITEDFunder: 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).
more_vert assignment_turned_in Project2015 - 2022Partners:British Library, IBM UNITED KINGDOM LIMITED, Netherlands Inst for Sound and Vision, Science City York, Game Republic +171 partnersBritish Library,IBM UNITED KINGDOM LIMITED,Netherlands Inst for Sound and Vision,Science City York,Game Republic,IBM (United States),Imaginarium,The Computer Shed,Glasslab Games,Complex City Apps,ICX,Harvard Medical School,Arup Group,Creative UK (Creative England),Anti-Matter Games Limited,Moon Collider Ltd,Curtin University,Sony Interactive Entertainment,Rebellion Developments Ltd,Stainless Games Ltd,Ukie (Interactive Entertainment Assoc),York Curiouser Cultural Association,Science City York,Waseda University,Portugal Telecom,New Visuality,National Media Museum,Aalto University,Northern Content Ltd,BZP Pro Inc,York Curiouser Cultural Association,Cornwall and Isles of Scilly LEP,Association for Language Learning,Durham University,Science Museum Group,University of Bradford,One & Other TV,We R Interactive Ltd,Eutechnyx,Rebellion,Joe Cutting: Digital Exhibits,Supermassive Games,City of York Council,Philips (Netherlands),KNOWLEDGE TRANSFER NETWORK LIMITED,Superfast Cornwall,University of London,Yorkshire Teaching Schools Alliance,Harvard University,Nat Inst for Care Excellence (NICE),TIGA The Ind Game Dev Assoc Ltd,Int Game Developers Assoc IGDA,Glasslab Games,New Visuality,Fab Foundation (Fab Labs) UK,The Beautiful Meme,Aalto University,Ove Arup & Partners Ltd,British Academy,City, University of London,Red Kite Alliance,Leeds City Region Enterprise Partnership,Cybula Ltd,BBC Television Centre/Wood Lane,Common Ground Theatre,York Theatre Royal,Gaist Ltd,Waseda University,Yorkshire Teaching Schools Alliance,York, North Yorkshire & East Riding LEP,HerxAngels,The National Science and Media Museum,TIGA The Ind Game Dev Assoc Ltd,Superfast Cornwall,Supermassive Games,Timeline Computer Archive,Helix Arts,The British Academy,Curtin University,The European Second Language Association,Rebellion,The Churches Conservation Trust,City of York Council,Durham University,British Library,Gaist Ltd,Kirkyards Consulting,The Computer Shed,AIGameDev,Nat Inst for Health & Care Excel (NICE),The Churches Conservation Trust,TigerX,Leeds City Region Enterprise Partnership,BT plc,AI Factory Ltd.,The Beautiful Meme,Sue Ryder Care,CITY OF YORK COUNCIL,Portugal Telecom,BBC,GV Art Gallery,Complex City Apps,AECOM,MOOD International Ltd,Common Ground Theatre,BT plc,British Broadcasting Corporation - BBC,York Theatre Royal,Harvard University,Knowledge Transfer Network,York, North Yorkshire & East Riding LEP,SideFX,One & Other TV,EUR,Codemasters,Imaginarium,HerxAngels,Arup Group Ltd,Association for Language Learning,Northern University of Malaysia (UUM),Headcast Ltd,University of York,Helix Arts,Eutechnyx,AIGameDev,Cornwall and Isles of Scilly LEP,Codemasters,Cybula Ltd,DTP Group,University of Bradford,University of York,Cybula Limited,Playgen,Science Museum Group,AI Factory Ltd.,UK Aecom,GV Art Gallery,Red Kite Alliance,Int Game Developers Assoc IGDA,Utara University Malaysia (UUM),DTS Licencing Ltd UK,Museums Association,BZP Pro Inc,Northern Content Ltd,Swrve,Headcast Ltd,Orange Helicopter,Kirkyards Consulting,Orange Helicopter,The European Second Language Association,Museums Association,Moon Collider Ltd,PlayGen,DTS Licencing Ltd UK,Game Republic,Stainless Games Ltd,DTP Group,Sony Computer Entertainment Europe,Fab Foundation (Fab Labs) UK,Anti-Matter Games Limited,BL,SideFX,IBM (United Kingdom),Sue Ryder Care,TigerX,Modern Built Environment,IBM (United Kingdom),Philips Research Eindhoven,Netherlands Inst for Sound and Vision,AECOM Limited (UK),Swrve,UK Interactive Entertainment,Creative England,British Telecom,MOOD International Ltd,Timeline Computer ArchiveFunder: UK Research and Innovation Project Code: EP/M023265/1Funder Contribution: 4,039,830 GBPThe creative industries are crucial to UK social and cultural life and one of the largest and fastest-growing sectors of the economy. Games and media are key pillars for growth in the creative industries, with UK turnovers of £3.5bn and £12.9bn respectively. Research in digital creativity has started to be well supported by governmental funds. To achieve full impact from these investments, translational and audience-facing research activities are needed to turn ideas into commercial practice and societal good. We propose a "Digital Creativity" Hub for such next-step research, which will produce impact from a huge amount of research activity in direct collaboration with a large group of highly engaged stakeholders, delivering impact in the Digital Economy challenge areas of Sustainable Society, Communities and Culture and New Economic Models. York is the perfect location for the DC Hub, with a fast-growing Digital Creativity industry (which grew 18.4% from 2011 to 2012), and 4800 creative digital companies within a 40-mile radius of the city. The DC Hub will be housed in the Ron Cooke Hub, alongside the IGGI centre for doctoral training, world-class researchers, and numerous small hi-tech companies. The DC Hub brings: - A wealth of research outcomes from Digital Economy projects funded by £90m of grants, £40m of which was managed directly by the investigators named in the proposal. The majority of these projects are interdisciplinary collaborations which involved co-creation of research questions and approaches with creative industry partners, and all of them produced results which are ripe for translational impact. - Substantial cash and in-kind support amounting to pledges of £9m from 80 partner organisations. These include key organisations in the Digital Economy, such as the KTN, Creative England and the BBC, major companies such as BT, Sony and IBM, and a large number of SMEs working in games and interactive media. The host Universities have also pledged £3.3m in matched funding, with the University of York agreeing to hire four "transitional" research fellows on permanent contracts from the outset leading to academic positions as a Professor, a Reader and two Lecturers. - Strong overlap with current projects run by the investigators which have complementary goals. These include the NEMOG project to study new economic models and opportunities for games, the Intelligent Games and Game Intelligence (IGGI) centre for doctoral training, with 55+ PhDs, and the Falmouth ERA Chair project, which will contribute an extra 5 five-year research fellowships to the DC Hub, leveraging £2m of EC funding for translational research in digital games technologies. - A diverse and highly active base of 16 investigators and 4 named PDRAs across four universities, who have much experience of working together on funded research projects delivering high-impact results. The links between these investigators are many and varied, and interdisciplinarity is ensured by a group of investigators working across Computer Science, Theatre Film and TV, Electronics, Art, Audio Production, Sociology, Education, Psychology, and Business. - Huge potential for step-change impact in the creative industries, with particular emphasis on video game technologies, interactive media, and the convergence of games and media for science and society. Projects in these areas will be supported by and feed into basic research in underpinning themes of data analytics, business models, human-computer interaction and social science. The projects will range over impact themes comprising impact projects which will be specified throughout the life of the Hub in close collaboration with our industry partners, who will help shape the research, thus increasing the potential for major impact. - A management team, with substantial experience of working together on large projects for research and impact in collaboration with the digital creative industries.
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