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Dr Jeremy Gow

Staff details

PositionLecturer
Department Computing
Email j.gow (@gold.ac.uk)
Phone+44 (0)20 7919 7855
Twitter@jeremygow
Dr Jeremy Gow

Dr Jeremy Gow is a lecturer in games programming, and co-lead of Goldsmiths' Computational Creativity Group.

His research focuses on computational creativity and the application of AI to game design. He is the Goldsmiths' lead for the IGGI PhD programme and programme leader for BSc Games Programming.

Academic Qualifications

  • PhD in Artificial Intelligence, School of Informatics, University of Edinburgh, 2004
  • BSc in Artificial Intelligence & Mathematics, Department of AI, University of Edinburgh, 1997

Teaching

  • Game development group projects
  • Game AI
  • Final year games development project

Research Interests

  • Computational game design: How can computers understand play and be involved in the design of video games?
  • Computational creativity and artificial intelligence in games
  • Tools and techniques for procedural content generation
  • Player analytics for understanding behaviour and experience

Publications

Book Section

Towards The Adaptive Generation of Bespoke Game Content
Browne, Cameron; Colton, Simon; Cook, Michael; Gow, Jeremy and Baumgarten, Robin. 2014. Towards The Adaptive Generation of Bespoke Game Content. In: Marios. Angelides and Harry Agius, eds. Handbook of Digital Games. John Wiley & Sons, pp. 3-47. ISBN 9781118796443

Article

The ANGELINA videogame design system, part II
Cook, Michael; Colton, Simon and Gow, Jeremy. 2016. The ANGELINA videogame design system, part II. IEEE Transactions on Computational Intelligence and AI in Games, ISSN 1943-068X

Automated Fictional Ideation via Knowledge Base Manipulation
Llano, Maria Teresa; Colton, Simon; Hepworth, Rose and Gow, Jeremy. 2016. Automated Fictional Ideation via Knowledge Base Manipulation. Cognitive Computation, ISSN 1866-9956

The ANGELINA Videogame Design System, Part I
Cook, Michael; Colton, Simon and Gow, Jeremy. 2016. The ANGELINA Videogame Design System, Part I. IEEE Transactions on Computational Intelligence and AI in Games,

Unsupervised Modeling of Player Style With LDA
Gow, Jeremy. 2012. Unsupervised Modeling of Player Style With LDA. IEEE Transactions on Computational Intelligence and AI in Games, 4(3), pp. 152-166. ISSN 1943-068X

Conference or Workshop Item

Predicting Player Experience Without the Player: An Exploratory Study
Guckelsberger, Christian; Salge, Christophe; Gow, Jeremy and Cairns, Paul. 2017. 'Predicting Player Experience Without the Player: An Exploratory Study'. In: ACM SIGCHI Symposium on Computer-Human Interaction in Play (CHI PLAY). Amsterdam, Netherlands 15-18 October 2017.

Predicting Player Experience Without the Player. An Exploratory Study
Guckelsberger, Christian; Salge, Christoph; Gow, Jeremy and Cairns, Paul. 2017. 'Predicting Player Experience Without the Player. An Exploratory Study'. In: Proc. ACM Symp. on Computer-Human Interaction in Play (CHIPlay’17). Amsterdam, Netherlands.

Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output
Cook, Michael; Gow, Jeremy and Colton, Simon. 2016. 'Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output'. In: 7th Workshop on Procedural Content Generation. Dundee, United Kingdom 1 Aug 2016.

What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions
Llano, Maria Teresa; Guckelsberger, Christian; Hepworth, Rose; Gow, Jeremy; Corneli, Joseph and Colton, Simon. 2016. 'What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions'. In: Proceedings of the 7th International Conference on Computational Creativity. Paris, France.

Towards The Automatic Optimisation Of Procedural Content Generators
Cook, Michael; Gow, Jeremy and Colton, Simon. 2016. 'Towards The Automatic Optimisation Of Procedural Content Generators'. In: IEEE Computational Intelligence in Games 2016. Santorini, Greece.

Semi-Automated Design Space Exploration for Formal Modelling
Grov, Gudmund; Ireland, Andrew; Llano, Maria Teresa; Kovacs, Peter; Colton, Simon and Gow, Jeremy. 2016. 'Semi-Automated Design Space Exploration for Formal Modelling'. In: 5th International ABZ Conference. Linz, Austria 23-27 May 2016.

What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions
Llano, Maria Teresa; Guckelsberger, Christian; Hepworth, Rose; Gow, Jeremy; Corneli, Joseph and Colton, Simon. 2016. 'What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated Fictions'. In: Proc. 7th Int. Conf. Computational Creativity. Paris, France.

Towards generating novel games using conceptual blending
Gow, Jeremy and Corneli, Joseph. 2015. 'Towards generating novel games using conceptual blending'. In: 2nd International Workshop on Experimental AI in Games. Santa Cruz, United States 14-15 November.

Automating Fictional Ideation using ConceptNet
Llano, Maria Teresa; Hepworth, Rose; Colton, Simon; Charnley, John and Gow, Jeremy. 2014. 'Automating Fictional Ideation using ConceptNet'. In: AISB Symposium on Computational Creativity. London, United Kingdom.

Automating Game Design In Three Dimensions
Cook, Michael; Colton, Simon and Gow, Jeremy. 2014. 'Automating Game Design In Three Dimensions'. In: AISB Symposium on AI and Games. London, United Kingdom.

Baseline Methods for Automated Fictional Ideation
Llano, Maria Teresa; Hepworth, Rose; Colton, Simon; Gow, Jeremy; Lavrac, Nada; Znidarsic, Martin; Perovsek, Matic; Granoth-Wilding, Mark and Clark, Stephen. 2014. 'Baseline Methods for Automated Fictional Ideation'. In: 5th International Conference on Computational Creativity. Ljubljana, Slovenia 10-13 June 2014.