Former Students |
Eric Miao |
Microsoft |
A Genetic Algorithm Approach to Optimize Random Forest for Computational Biology Data Classification |
Yu Chen |
Infinity Ward |
Extracting AI Personality from AI Behaviors Using Particle Swarm Optimization and Artificial Psychosocial Framework |
Vinson Luo |
BALANCED Media | Technology |
A Multidisciplinary Approach To Extract Learning Standard Based Educational Content From Commercial Video Games (DeCoAD Framework) |
Jake Rowland |
Splash Damage |
Minecraft Resource Planning Tools With Cloud and Learning Management System Integration |
Yixuan Wei |
Epic Games |
AI Emotional Memory System: Simulating Semantic Knowledge, Episodic Memory and Short-term Memory |
Jake Klinkert |
PhD Student |
Artificial Psychosocial Framework for Affective Non-Player Characters |
Pronay Peddiraju |
Enduring Games |
Procedural Image Generation Using Markov Chain Wave Function Collapse |
Hongjin Yu |
PhD Student |
Convolutinal Kernal Optimization for Deep Neural Networks Using Constructivist Augmented Machine Learning (CAML) Methodology |
Rakhil Soman |
iD Software |
Machine Learning Based Real Time Strategy AI |
Michael Dale |
Nerve Software |
Utility Theory Based Multi-Agent Analysis |
Kevin Nappoly |
Arkane Studios |
Player Gameplay Analysis Through Computer Vision for League of Legends |
Saddha Santanaporn |
Survios |
Using Computer Vision for Data Extraction from League of Legends |
Adrian Hernandez |
Obsidian Entertainment |
NPC Emotion Modeling Using the OCC Model, Five Factor Model, and Social Relations |
John Nguyen |
Anki |
Adapting A Multiplayer RPG Client-Server Video Game To A Decentralized Game-Based Volunteer Computing Network |
Wenzheng Huang |
Armature Studio |
Using Computer Vision to Identify Player Inputs on Street Fighter 5 |
Tianyi Zhao |
Studio Wildcard |
Reinforcement Learning Agent for Starcraft II Mini-Game |
Drew Fulsom |
Nerve Software |
Procedural City Layout Generation Using WaveFunctionCollapse and Google Maps |
Ben Gibson |
Gearbox |
Transforming Game Design Models into Domain Specific Languages using Model Driven Engineering |
Ed Dearien |
Santa Monica Studio |
Adaptive Gameplay Methodology for Increasing Engagement via Analytic Driven Realtime Archetype Identification |
Rukuan “Young” Yang |
House Pixel Games |
XPRIZE Auto Update System for the game Codex: Lost Words of Atlantis |
Marcelo Raimbault |
Glip Studio |
Behavioral Clustering in Open World Sandbox Game TUG |
Anthony Fleshner |
Playful Corp |
Fast Random Genetic Search for Large Scale RTS Combat Scenarios |
Hong-Yung (Henry) Dai |
Robot Entertainment |
Story Driven Open World Sandbox Games Using Branch and Bottleneck Adaptive Questing System |
Jeff Listman |
Gaikai (Sony) |
Analyzing Compression Algorithms for Use in Server Side Rendering |
Raul Roa |
Playful Corp |
Automating portability analysis and performance optimization of native cross compiled with Emscripten and Native Client for the Web |