Funded projects


GIFT is a research project funded by Horizon 2020, exploring hybrid forms of virtual museum experiences. The project brings together artists, designers, museum professionals and computer scientists to help museums create personal encounters with cultural heritage, both in physical and digital realms. Read more here

Contact: Anders Sundnes Løvlie

MSG – Making Sense of Games


RIDERS – Research in Interactive Drama Environments, Role-Play and Storytelling

The RIDERS network brings together researchers from a variety of disciplines and thus has the potential for many new collaborative projects. While the investigators have relevant expertise in interactive digital storytelling and AI planning for synthetic actors, the fields of human-computer interaction, interactive digital media, psychology, affective computing, performance Arts, narratology, creativity, and public engagement with science and gaming are also relevant. Read more here

Contact: Georgios N. Yannakakis

Games for health

Games for Health will attempt to combine technologies and concepts from computer games and e-learning processes in health. The project's area is mental health, focusing on screening, diagnosing and treating soldiers with Post Traumatic Stress Disorder (PTSD). Read more here

Contact: Georgios N. Yannakakis or Julian Togelius

SIREN – Social games for conflIct REsolution based on natural iNteraction

Confronting conflicts and coping with them is part of social life. Indeed, conflicts seem to arise in almost every context and developmental stage of human life, from scuffles in schoolyards, to bullying in the workplace and to international warfare. While the question of whether conflicts are inevitable or not is disputed, there is widespread agreement that the current prevalence and lack of resolution to conflicts is incurring substantial cost to society at large. The personal and collective gains that follow conflict resolution have motivated scholars in the fields of law, education, organisational management, psychology and social science, among others, to advocate the use of pro-social mechanisms for resolution. Interventions that may impart individuals with experience in resolving conflicts will be of clear benefit to society. Read more here

Contact: Georgios N. Yannakakis, Yun-Gyung Cheong or Corrado Grappiolo

AGameComIn – Adaptive Game Content using Computational Intelligence Adaptive Game Content using Computational Intelligence

The principal goal of the AGameComIn project is to enhance the experience of computer game-players by developing computational intelligence algorithms that learn mappings between game features and player satisfaction, and the use of computational models as evaluation functions for game content such as rules and environments. Read more here.

Contact: Julian Togelius or Georgios N. Yannakakis

Game Metrics Mining

This project concerns the impact of game design features on player experience. Game metrical data are mined to reveal dissimilar playing styles of popular EIDOS games. Read more here.

Contact: Georgios N. Yannakakis or Alessandro Canossa

Player Modeling and Procedural Content Generation for WiiHabilitation

This project goes beyond the immediate features of existing physical game technologies (e.g. Wii and Natal) and investigates player modeling and procedural content generation for accelerating the process of physical rehabilitation. The pillars of this project are founded on an ongoing collaboration between the rehabilitation clinic at Tårnby Sundhedscenter, the IT University of Copenhagen and the Copenhagen Game Collective company. Read more here.

Contact: Georgios N. Yannakakis

CEPEG – Capturing and Enhancing Player Entertainment in Games

This project pursues the design of user models that capture player satisfaction and the design of adaptive mechanisms that augment the value of those player satisfaction estimators. Read more here.