Curriculum Vitae

Antonios Liapis

Curriculum Vitae

Contact Information

For online security purposes, full contact information is available only on request.

E-mail: an.liapis@gmail.com

Education

IT University of Copenhagen, Copenhagen, Denmark

Ph.D. candidate, September 2011-2014

  • Thesis Topic: Searching for Sentient Design Tools for Game Development
  • Thesis Supervisor: Associate Professor Georgios N. Yannakakis
  • Thesis Focus: Search-Based Procedural Content Generation, Computer-Aided Design

M.Sc., Information Technology, March 2011

  • GPA: 11.25 (7-step scale)
  • Study Programme: Media Technology and Games
  • Specialty Line: Technology
  • Thesis Topic: Optimizing Game Elements Based on Aesthetic and Performance Principles and Affected by Player Preferences
  • Thesis Supervisor: Associate Professor Georgios N. Yannakakis

National Technical University of Athens, Athens, Greece

Diploma, Electrical and Computer Engineering, June 2007

  • GPA: 7.62 (10 scale)
  • Specialty Direction: Information Technology
  • Thesis Topic: Human-Machine Interaction with a Focus on Character Animation
  • Thesis Supervisor: Professor Stefanos Kollias

Positions

Lecturer (October 2015 - Present), Institute of Digital Games, University of Malta, Msida, Malta.

Postdoctoral Fellow (September 2014 - September 2015), Institute of Digital Games, University of Malta, Msida, Malta.

Projects

Co-PI of the Horizon 2020 project CoM'n'Play-Science (project no: 787476)

Co-PI of the Horizon 2020 project ENVISAGE: ENhance VIrtual learning Spaces using Applied Gaming in Education (project no: 731900)

Co-PI of the Horizon 2020 project CrossCult: Empowering reuse of digital cultural heritage in context-aware crosscuts of European history (project no: 693150)

Affiliated with the FP7 Marie Curie CIG project AutoGameDesign: Autonomous Computational Game Designers - Transforming Exploration via Deep Learning, Novelty Search and Emotive Modelling (project no: 630665)

Research Support Officer with the FP7 ICT project C2Learn: Creative Emotional Reasoning Computational Tools Fostering Co-Creativity in Learning Processes (project no: 318480)

Research Associate with the FP7 ICT project SIREN: Social games for conflIct REsolution based on natural iNteraction (project no: 258453)

Research Interests

Computer-aided design (AI-assisted design, mixed-initiative design, co-creativity)

Artificial intelligence (computational creativity, agent control, steering behaviors, reinforcement learning)

Procedural content generation (level generation, visual asset creation, digital aesthetics)

User modeling (designer modeling, player decision modeling, procedural personas)

Artificial evolution (neuroevolution, constrained optimization, novelty search, genetic algorithms)

Machine learning (neural networks, deep learning, gradient search)

Personal skills and competences

Languages: Greek (native), English (proficient), French (proficient), German (basic), Danish (beginner).

Computer Programming: C, C++, Java, C#/XNA, OpenGL, Actionscript 3, Pascal, Processing, Python, Prolog, Visual Basic, TorqueScript, VRML, Fortran, PHP, JavaScript, HTML.

Desktop Applications: Microsoft Office, Autodesk 3DS Max, Ulead Photoimpact, Adobe Illustrator, Adobe Flash, Adobe Photoshop, Mathworks Matlab.

Game Engines: Unreal Engine 3, Ogre SDK, Unity 3D, Torque Game Engine.

Publications

Thesis

Antonios Liapis: "Searching for Sentient Design Tools for Game Development," PhD thesis, Center for Computer Games, IT University of Copenhagen, Copenhagen, Denmark, 2014.

Book Chapters

Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes and Rafael Bidarra: "Constructive Generation Methods for Dungeons and Levels," In Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer, 2016.

Antonios Liapis, Gillian Smith and Noor Shaker: "Mixed-initiative Content Creation," In Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer, 2016.

Journal Papers

Ahmed Dahroug, Andreas Vlachidis, Antonios Liapis, Antonis Bikakis, Martin Lopez-Nores, Owen Sacco and Jose Juan Pazos-Arias: "Using Dates as Contextual Information for Personalized Cultural Heritage Experiences," in SAGE Journal of Information Science, 2019 (accepted).

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "A Multi-Faceted Surrogate Model for Search-based Procedural Content Generation," in Transactions on Games, 2019 (accepted).

Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Quality Diversity Through Surprise," in Transactions on Evolutionary Computation, vol. 23, no 4, pp. 603-616, 2019.

Antonios Liapis, Georgios N. Yannakakis, Mark J. Nelson, Mike Preuss and Rafael Bidarra: "Orchestrating Game Generation," in Transactions on Games, vol. 11, no 1, pp. 48-68, 2019.

Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis and Julian Togelius: "Who Killed Albert Einstein? From Open Data to Murder Mystery Games," in Transactions on Games, vol. 11, no 1, pp. 79-89, 2019.

Christoffer Holmgard, Michael Cerny Green, Antonios Liapis and Julian Togelius: "Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics," IEEE Transactions on Games (accepted), 2018.

Phil Lopes, Antonios Liapis and Georgios N. Yannakakis: "Modelling Affect for Horror Soundscapes," IEEE Transactions of Affective Computing, vol. 10, no 2, pp. 209-222, 2019.

Antonios Liapis, Georgios N. Yannakakis, Constantine Alexopoulos and Phil Lopes: "Can Computers Foster Human Users' Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity," Digital Culture & Education (DCE), 8 (2). 2016.

Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Evolving Models of Player Decision Making: Personas versus Clones," Entertainment Computing. Elsevier Volume 16, 2016, pp. 95–104.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Constrained Novelty Search: A Study on Game Content Generation," Evolutionary Computation 21(1), 2015, pp. 101-129.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Adapting Models of Visual Aesthetics for Personalized Content Creation," IEEE Transactions on Computational Intelligence and AI in Games 4(3), 2012, pp. 213-228.

Conference Papers

Antonios Liapis, Daniele Gravina, Emil Kastbjerg and Georgios N. Yannakakis: "Modelling the Quality of Visual Creations in Iconoscope," in Proceedings of the 8th International Games and Learning Alliance Conference. Springer, 2019.

Stamatia Savvani and Antonios Liapis: "A Participatory Approach to Redesigning Games for Educational Purposes," in Proceedings of the 8th International Games and Learning Alliance Conference. Springer 2019.

Konstantinos Makantasis, Antonios Liapis and Georgios N. Yannakakis: "From Pixels to Affect: A Study on Games and Player Experience," in Proceedings of the International Conference on Affective Computing and Intelligent Interaction, 2019.

David Melhart, Antonios Liapis and Georgios N. Yannakakis: "PAGAN: Video Affect Annotation Made Easy," in Proceedings of the International Conference on Affective Computing and Intelligent Interaction, 2019.

Elizabeth Camilleri, Georgios N. Yannakakis, David Melhart and Antonios Liapis: "From Pixels to Affect: A Study on Games and Player Experience," in Proceedings of the International Conference on Affective Computing and Intelligent Interaction, 2019.

Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Procedural Content Generation through Quality-Diversity," in Proceedings of the IEEE Conference on Games, 2019.

David Melhart, Ahmad Azadvar, Alessandro Canossa, Antonios Liapis and Georgios N. Yannakakis: "Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division," in Proceedings of the IEEE Conference on Games, 2019.

Antonios Liapis: "The Newborn World: Guiding Creativity in a Competitive Storytelling Game," in Proceedings of the IEEE Conference on Games, 2019.

Antonios Liapis, Daniel Karavolos, Konstantinos Makantasis, Konstantinos Sfikas and Georgios N. Yannakakis: "Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes," in Proceedings of the IEEE Conference on Games, 2019.

Kalliopi Kontiza, Antonios Liapis and Joseph Padfield: "Capturing the Virtual Movement of Paintings: A Game and A Tool," in Proceedings of the Digital Heritage Conference, 2018.

Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis and Julian Togelius: "DATA Agent," in Proceedings of the 13th Conference on the Foundations of Digital Games, 2018.

Jichen Zhu, Antonios Liapis, Sebastian Risi, Rafael Bidarra and G. Michael Youngblood: "Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation," in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2018.

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Using a Surrogate Model of Gameplay for Automated Level Design," in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2018.

Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis and Julian Togelius: "Data-driven Design: A Case for Maximalist Game Design," in Proceedings of the International Conference of Computational Creativity, 2018. [Runner-up Best Student Paper Award]

Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Fusing Novelty and Surprise for Evolving Robot Morphologies," in Proceedings of the Genetic and Evolutionary Computation Conference, 2018.

Antonios Liapis: "Piecemeal Evolution of a First Person Shooter Level," in Applications of Evolutionary Computation. Springer, 2018.

Antonios Liapis: "Recomposing the Pokémon Color Palette," in Applications of Evolutionary Computation. Springer, 2018.

Jakub Kowalski, Antonios Liapis and Lukasz Zarczynski: "Mapping Chess Aesthetics onto Procedurally Generated Chess-like Games," in Applications of Evolutionary Computation. Springer, 2018.

Phil Lopes, Georgios N. Yannakakis and Antonios Liapis: "RankTrace: Relative and Unbounded Affect Annotation," In Proceedings of the International Conference on Affective Computing and Intelligent Interaction, 2017.

Elizabeth Camilleri, Georgios N. Yannakakis and Antonios Liapis: "Towards General Models of Player Affect," In Proceedings of the International Conference on Affective Computing and Intelligent Interaction, 2017.

Owen Sacco, Antonios Liapis and Georgios N. Yannakakis "Game Character Ontology (GCO): A Vocabulary for Extracting and Describing Game Character Information from Web Content," In Proceedings of the International Conference on Semantic Systems, 2017.

Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Coupling Novelty and Surprise for Evolutionary Divergence," In Proceedings of the Genetic and Evolutionary Computation Conference, 2017.

Antonios Liapis: "Multi-segment Evolution of Dungeon Game Levels," In Proceedings of the Genetic and Evolutionary Computation Conference, 2017. [Linked paper is adapted from the GECCO camera-ready for minor corrections]

Catherine Emma Jones, Antonios Liapis, Ioanna Lykourentzou and Daniele Guido: "Board Game Prototyping to Co-Design a Better Location-Based Digital Game," In Proceedings of the CHI Conference Extended Abstracts on Human Factors in Computing Systems, 2017.

Antonios Liapis: "Mixed-initiative Creative Drawing with webIconoscope," In Proceedings of the 6th International Conference on Computational Intelligence in Music, Sound, Art and Design (EvoMusArt), vol. 10198, LNCS. Springer, 2017.

Owen Sacco, Antonios Liapis and Georgios N. Yannakakis: "A Holistic Approach for Semantic-Based Game Generation," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). 2016.

Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Constrained Surprise Search for Content Generation," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). 2016.

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Evolving Missions to Create Game Spaces," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). 2016.

Georgios N. Yannakakis and Antonios Liapis: "Searching for Surprise," in Proceedings of the International Conference on Computational Creativity. 2016.

Phil Lopes, Antonios Liapis and Georgios N. Yannakakis: "Framing Tension for Game Generation," in Proceedings of the International Conference on Computational Creativity. 2016.

Gabriella A. B. Barros, Antonios Liapis and Julian Togelius: "Murder Mystery Generation from Open Data," in Proceedings of the International Conference on Computational Creativity. 2016.

Chong-U Lim, Antonios Liapis and D. Fox Harrell: "Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering," in Proceedings of the International Joint Conference of DiGRA and FDG. 2016.

Gabriella A. B. Barros, Antonios Liapis and Julian Togelius: "Playing with Data: Procedural Generation of Adventures from Open Data," in Proceedings of the International Joint Conference of DiGRA and FDG. 2016.

Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis: "Surprise Search: Beyond Objectives and Novelty," in Proceedings of the Genetic and Evolutionary Computation Conference. ACM, 2016.

Antonios Liapis: "Exploring the Visual Styles of Arcade Game Assets," in Proceedings of Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt). Springer, 2016.

Phil Lopes, Antonios Liapis and Georgios N Yannakakis: "Targeting Horror via Level and Soundscape Generation," in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015.

Antonios Liapis and Georgios N. Yannakakis: "Refining the Paradigm of Sketching in AI-Based Level Design," in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015.

William Cachia, Antonios Liapis and Georgios N. Yannakakis: "Multi-Level Evolution of Shooter Levels," in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015.

Antonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos and Evangelia V. Dimaraki: "Motivating Visual Interpretations in Iconoscope: Designing a Game for Fostering Creativity," in Proceedings of the 10th Conference on the Foundations of Digital Games, 2015.

Antonios Liapis, Christoffer Holmgard, Georgios N. Yannakakis and Julian Togelius: "Procedural Personas as Critics for Dungeon Generation," in Applications of Evolutionary Computation, vol. 9028, LNCS. Springer, 2015. [Best Paper Award of the EvoGAMES track]

Jinhong Zhang, Rasmus Taarnby, Antonios Liapis and Sebastian Risi: "DrawCompileEvolve: Sparking Interactive Evolutionary Art with Human Creations," in Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt), vol. 9027, LNCS. Springer, 2015.

Amy K. Hoover, William Cachia, Antonios Liapis and Georgios N. Yannakakis: "AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay," in Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt), vol. 9027, LNCS. Springer, 2015.

Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Personas versus Clones for Player Decision Modeling," in Proceedings of the International Conference on Entertainment Computing (ICEC), 2014.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Designer Modeling for Sentient Sketchbook," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014. [Best Paper Award]

Mike Preuss, Antonios Liapis and Julian Togelius: "Searching for Good and Diverse Game Levels," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014. [Nominated for Best Paper Award]

Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Evolving Personas for Player Decision Modeling," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Computational Game Creativity," in Proceedings of the Fifth International Conference on Computational Creativity, 2014.

Georgios N. Yannakakis, Antonios Liapis and Constantine Alexopoulos: "Mixed-Initiative Co-Creativity," in Proceedings of the 9th Conference on the Foundations of Digital Games, 2014.

Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Generative Agents for Player Decision Modeling in Games," in Poster Proceedings of the 9th Conference on the Foundations of Digital Games, 2014.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Towards a Generic Method of Evaluating Game Levels," in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013. [Best Student Paper Award]

Antonios Liapis, Hector P. Martinez, Julian Togelius and Georgios N. Yannakakis: "Adaptive Game Level Creation through Rank-based Interactive Evolution," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2013. [Nominated for Best Paper Award]

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Enhancements to Constrained Novelty Search: Two-Population Novelty Search for Generating Game Content," in Proceedings of the Genetic and Evolutionary Competition Conference, 2013, pp. 343-350. [Best Paper Award of the DETA/Self* track]

Antonios Liapis, Hector P. Martinez, Julian Togelius and Georgios N. Yannakakis: "Transforming Exploratory Creativity with DeLeNoX," in Proceedings of the Fourth International Conference on Computational Creativity, 2013, pp. 56-63.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Sentient Sketchbook: Computer-Aided Game Level Authoring," in Proceedings of the 8th Conference on the Foundations of Digital Games, 2013, pp. 213-220.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Sentient World: Human-Based Procedural Cartography," in Proceedings of Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt), vol. 7834, LNCS. Springer, 2013, pp. 180-191.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Generating Map Sketches for Strategy Games," in Proceedings of Applications of Evolutionary Computation, vol. 7835, LNCS. Springer, 2013, pp. 264-273. [Linked paper is adapted from the Evo* camera-ready for minor corrections]

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Optimizing Visual Properties of Game Content through Neuroevolution," in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Neuroevolutionary Constrained Optimization for Content Creation," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2011, pp. 71-78.

Workshop Papers

Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis and Julian Togelius: "Two-step Constructive Approaches for Dungeon Generation," in Proceedings of the FDG Workshop on Procedural Content Generation, 2019.

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model," in Proceedings of the FDG Workshop on Procedural Content Generation, 2018.

David Melhart, Konstantinos Sfikas, Giorgos Giannakakis, Georgios N. Yannakakis and Antonios Liapis: "A Study on Affect Model Validity: Nominal vs Ordinal Labels," in Proceedings of the IJCAI workshop on AI and Affective Computing, 2018.

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis: "Learning the Patterns of Balance in a Multi-Player Shooter Game," In Proceedings of the FDG workshop on Procedural Content Generation in Games, 2017.

Antonios Liapis and Georgios N. Yannakakis: "Boosting Computational Creativity with Human Interaction in Mixed-Initiative Co-Creation Tasks," in Proceedings of the ICCC workshop on Computational Creativity and Games. 2016.

Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis: "Monte-Carlo Tree Search for Persona Based Player Modeling," in Proceedings of the AIIDE workshop on Player Modeling, 2015.

Antonios Liapis: "Map Sketch Generation as a Service," in Proceedings of the AIIDE workshop on Experimental AI in Games, 2015.

Phil Lopes, Antonios Liapis and Georgios N Yannakakis: "Sonancia: Sonification of Procedurally Generated Game Levels," in Proceedings of the ICCC workshop on Computational Creativity & Games, 2015.

Ryan Abela, Antonios Liapis and Georgios N. Yannakakis: "A Constructive Approach for the Generation of Underwater Environments," in Proceedings of the FDG workshop on Procedural Content Generation in Games, 2015.

Gabriella A. B. Barros, Antonios Liapis and Julian Togelius: "Data Adventures," in Proceedings of the FDG workshop on Procedural Content Generation in Games, 2015.

Sebastian Risi, Jinhong Zhang, Rasmus Taarnby, Peter Greve, Jan Piskur, Antonios Liapis and Julian Togelius: "The Case for a Mixed-Initiative Collaborative Neuroevolution Approach," in Proceedings of the ALIFE workshop on Artificial Life and the Web, 2014.

Julian Togelius, Mark J. Nelson and Antonios Liapis: "Characteristics of Generatable Games," in Proceedings of the FDG Workshop on Procedural Content Generation, 2014.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Designer Modeling for Personalized Game Content Creation Tools," in Proceedings of the AIIDE Workshop on Artificial Intelligence & Game Aesthetics, 2013.

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: "Limitations of Choice-Based Interactive Evolution for Game Level Design," in Proceedings of the AIIDE Workshop on Human Computation in Digital Entertainment, 2012.

Awards

Runner-Up Best Student Paper Award at the International Conference on Computational Creativity for the paper "Data-driven Design: A Case for Maximalist Game Design", 2015.

Best Reviewer Award at the Artificial Intelligence and Interactive Digital Entertainment conference, 2018.

Best Paper Award at the European Conference on the Applications of Evolutionary Computation [EvoGames track] for the paper "Procedural Personas as Critics for Dungeon Generation", 2015.

Best Paper Award at the Computational Intelligence and Games conference for the paper "Designer Modeling for Sentient Sketchbook", 2014.

Nominated for Best Paper Award at the Computational Intelligence and Games conference for the paper "Searching for Good and Diverse Game Levels", 2014.

Best Student Paper Award at the Artificial Intelligence and Interactive Digital Entertainment conference for the paper "Towards a Generic Method of Evaluating Game Levels", 2013.

Best Paper Award at the Genetic and Evolutionary Computation Conference [DETA/Self* track] for the paper "Enhancements to Constrained Novelty Search: Two-Population Novelty Search for Generating Game Content", 2013.

Nominated for Best Paper Award at the Computational Intelligence and Games conference for the paper "Adaptive Game Level Creation through Rank-based Interactive Evolution", 2013.

European Learning Game of 2013 award: SIREN (Social games for conflIct REsolution based on natural iNteraction). Games and Learning Alliance Network of Excellence, 2013.

Make Something Unreal competition, 2009.

  • Educational Category: 1st Place (IT University of Copenhagen, contribution from The Witching Hour).
  • Best FPS Mod: Finalist (project: The Witching Hour).
  • Best Level for a Mod: Honorable Mention (project: The Witching Hour).

Teaching Experience

IT University of Copenhagen, Copenhagen, Denmark

  • Guest Lecturer: Procedural Content Generation (Fall 2013-2014)
  • Co-lecturer: Modern AI for Games (Fall 2011-2012)
  • Co-lecturer: Advanced Topics in Game Technology (Fall 2012)
  • Co-lecturer: Procedural Content Generation (Fall 2011)
  • Teaching Assistant: Modern AI for Games (Fall 2010)

Co-supervisor of 3 M.Sc. Theses (Andrea Distler, Konstantinos Kontostathis, Jinhong Zhang & Rasmus Enemark Taarnby).

Co-supervisor of 2 small projects (Konstantinos Kontostathis, Lasse Jorgensen).

University of Malta, Msida, Malta

  • Lecturer: Designing Gameworlds (Fall 2019-Present)
  • Lecturer: Prototyping for Game Designers (Fall 2014-2019)
  • Lecturer: Computational Game Creativity (Spring 2015-Present)
  • Co-lecturer: Game Development (Spring 2015-Present)
  • Co-lecturer: Affective Computing and Player Experience (Spring 2017)
  • Co-lecturer: Data Mining and Game Analytics (Spring 2017)
  • Guest Lecturer: Game AI Revisited (Spring 2014-2015)
  • Guest Lecturer: Advanced Game AI (BSc level) (Fall 2014)
  • Guest Lecturer: Game Technology (Fall 2012)

Supervisor of 6 M.Sc. Theses (Jeremy Grech, Panagiotis Migkotzidis, Konstantinos Sfikas, Daniel Vella, Casper Boserup, Edward Bambler), co-supervisor of 1 B.Sc. Thesis (Georgi Beshovski).

Reviewer

Reviewer for the following journals: IEEE Transactions on Systems, Man, and Cybernetics, IEEE Transactions on Evolutionary Computation, IEEE Transactions on Computational Intelligence and Games, IEEE Transactions on Human-Machine Systems, Neural Computing and Applications, Artificial Intelligence Journal, Entertainment Computing, Signal, Image and Video Processing.

Member of the Program Committee for AI and Interactive Digital Entertainment (2014--present); Foundations of Digital Games (2014--present); IEEE Conference on Computational Intelligence and Games (2013--2019); ACM Genetic and Evolutionary Computation Conference (2014--present); International Conference on Computational Creativity (2015-present); International Conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design (2014--present); Computer Science and Electronic Engineering Conference (2015--2016).

Organizational Activities

Guest editor of the special issue on Culture Games in ACM Journal on Computing and Cultural Heritage.

Guest editor of the special issue on AI-based and AI-assisted Game Design in IEEE Transactions on Computational Intelligence and Games.

General chair of the Foundations of Digital Games conference (2020).

General chair of the Games and Learning Alliance conference (2019).

Track chair for Game Design of the IEEE Conference on Games (2019).

Demonstrations chair of the IEEE Conference on Games (2019).

Track chair for Artificial Intelligence for Games of the 19th EPIA Conference on Artificial Intelligence (2019).

General chair of the 8th International Conference on Computational Intelligence in Music, Sound, Art and Design - EvoMusArt (2019).

General chair of the 7th International Conference on Computational Intelligence in Music, Sound, Art and Design - EvoMusArt (2018).

Publication chair of the 6th International Conference on Computational Intelligence in Music, Sound, Art and Design - EvoMusArt (2017).

Local chair for the IEEE Conference on Computational Intelligence and Games (2016).

Organizer of the SETN tutorial and special session on Game Artificial Intelligence (2014).

Student helper in the 8th Conference on the Foundations of Digital Games (2013) and IEEE Conference on Computational Intelligence and Games (2010).

Workshop Organization

  • 2nd FDG workshop on Tabletop Games (2019).
  • 1st ICCC workshop on Computational Creativity and Deep Generative Design: Bridging the gap (2019).
  • 1st FDG workshop on Tabletop Games (2018).
  • 1st FDG workshop on Games as Research Environments (2017).
  • 1st CHI workshop on Mixed-Initiative Creative Interfaces (2017).
  • 3rd AIIDE workshop on Experimental AI in Games (2016).
  • 2nd ICCC workshop on Computational Creativity and Games (2016).
  • 2nd AIIDE workshop on Experimental AI in Games (2015).
  • 6th FDG workshop on Procedural Content Generation in games (2015).
  • 1st AIIDE workshop on Artificial Intelligence & Game Aesthetics (2013).

Armed Service

Mandatory armed service has been fulfilled, Febrary 2008.

Other Services

Local organizer of the Global Game Jam Malta (2014-2018) and the Mediterranean Game Jam (2015).

Intro guide for new students in the Media Technology and Games program (2010).

Participant in the Nordic Game Jam (2009 and 2010) and Global Game Jam Malta (2016).

Games

The Witching Hour Game: A multiplayer First-Person Horror/Survival game with asymmetrical power levels between the mortal team and the ghost team and team-swaps on death. The ghosts are invisible and invulnerable, but lose the game when time runs out and thus must posses mortal bodies causing the mortal player to become a ghost. Developed using the Unreal 3 Engine.

The One Game: 2D experimental mini-game collection around the notion of one (as a number and as a symbol), including physics and logic puzzles. Written in XNA 3.0 (C#).

The Lobbyist: Multi-player satiric mini-game on large corporations' indifference to environmental pollution, inspired by the prisoner's dilemma. Written in Processing.

KeeKeeReeKoo: Experimental game using motion capture and colorful outfits, with the player simulating a chicken (includes flapping wings and pecking). Written in Processing.

References

Available upon request.