Dr Jeremy Gow

Lecturer
School of Electronic Engineering and Computer Science
Queen Mary University of London
Queen Mary University of London
Research
Computational Creativity, AI in Games
Interests
Jeremy Gow is a game AI researcher with a focus on computational game design, exploring ways in which AI can help us understand players and games, enhance the game development process, and contribute to the creation of game content. He has been a lecturer at EECS and a member of the Queen Mary Game AI group since 2018. He has a background in artificial intelligence and human-computer interaction research, and a PhD in AI from the University of Edinburgh.Publications
Publications of specific relevance to the Centre for Multimodal AI2025
Play Style Identification Using Low-Level Representations of Play Traces in MicrortsXia RY Gow J Lucas S
2025 IEEE Conference on Games (CoG). vol. 00, 1-4.
29-08-2025
2024
Playing NetHack with LLMs: Potential & Limitations as Zero-Shot AgentsJeurissen D Perez-Liebana D Gow J Kwan J
2024 IEEE Conference on Games (CoG). vol. 00, 1-8.
08-08-2024
Experiments in Motivating Exploratory AgentsKhaleque B Cook M
Proceedings of the 19th International Conference on the Foundations of Digital Games., 1-8.
21-05-2024
Playing NetHack with LLMs: Potential & Limitations as Zero-Shot AgentsJeurissen D Perez-Liebana D Gow J Cakmak D Kwan J
In Arxiv
01-03-2024
2023
Designing for Playfulness in Human-AI Authoring ToolsLiapis A Zhu J Harteveld C Kriglstein S Denisova A Preuss M
Proceedings of the 18th International Conference on the Foundations of Digital Games., 1-4.
12-04-2023
An Ecosystem Framework for the Meta in Esport GamesThaicharoen S Gow J
Journal of Electronic Gaming and Esports, Human Kinetics vol. 1 (1)
01-01-2023
2021
Student-Initiated Action Advising via Advice NoveltyIlhan E Perez D
IEEE Transactions on Games
22-09-2021
Adversarial Behaviour Debugging in a Two Button Fighting GameJohn N Gow J
2021 IEEE Conference on Games (CoG). vol. 00, 01-08.
20-08-2021
Danesh: Interactive Tools for Understanding Procedural Content GeneratorsCook M Gow J Colton S
IEEE Transactions on Games, Institute of Electrical and Electronics Engineers (IEEE) vol. 14 (3), 329-338.
07-05-2021
Action Advising with Advice Imitation in Deep Reinforcement LearningIlhan E Gow J
In Arxiv
17-04-2021
Learning on a Budget via Teacher ImitationIlhan E Perez-Liebana D
In Arxiv
17-04-2021
Action advising with advice imitation in deep reinforcement learningIlhan E Gow J
Autonomous Agents and Multiagent Systems. vol. 2, 629-637.
01-01-2021
Learning on a Budget via Teacher ImitationIlhan E Gow J
IEEE Conference on Games. vol. 2021-August
01-01-2021
2020
Student-Initiated Action Advising via Advice NoveltyIlhan E Gow J
In Arxiv
01-10-2020
How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory StudyHesketh J Gow J
Digra 2020 Proceedings of the 2020 Digra International Conference Play Everywhere.
01-01-2020
2019
Teaching on a Budget in Multi-Agent Deep Reinforcement Learningİlhan E Gow J
2019 IEEE Conference on Games (CoG). vol. 00, 1-8.
23-08-2019
General Analytical Techniques For Parameter-Based Procedural Content GeneratorsCook M Colton S Smith G
2019 IEEE Conference on Games (CoG). vol. 00, 1-8.
23-08-2019
Teaching on a Budget in Multi-Agent Deep Reinforcement Learningİlhan E Perez-Liebana D
In Arxiv
19-04-2019
Why is debugging video game AI hard?John N Gow J
2019 Aisb Convention., 20-24.
01-01-2019
2017
Predicting Player Experience without the Player.Guckelsberger C Salge C Gow J
Proceedings of the Annual Symposium on Computer-Human Interaction in Play., 305-315.
15-10-2017
Mixed-Initiative Creative InterfacesDeterding S Hook J Fiebrink R Gillies M Akten M Liapis A
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems., 628-635.
06-05-2017
2016
The ANGELINA Videogame Design System—Part IICook M Colton S
IEEE Transactions on Computational Intelligence and AI in Games vol. 9 (3), 254-266.
28-03-2016
The ANGELINA Videogame Design SystemPart ICook M Colton S Gow J
IEEE Transactions on Games, Institute of Electrical and Electronics Engineers (IEEE) vol. 9 (2), 192-203.
09-03-2016
Automated Fictional Ideation via Knowledge Base ManipulationLlano MT Colton S Hepworth R
Cognitive Computation vol. 8 (2), 153-174.
11-01-2016
Semi-Automated Design Space Exploration for Formal ModellingGrov G Ireland A Llano MT Kovacs P
Lecture Notes in Computer Science. vol. 9675, 282-289.
01-01-2016
2014
Toward the Adaptive Generation of Bespoke Game ContentBrowne C Colton S Cook M Gow J
In Handbook of Digital Games 17-61.
07-04-2014
Toward the Adaptive Generation of Bespoke Game ContentBrowne C Colton S Cook M Gow J
In Handbook of Digital Games, Wiley 15-61.
07-03-2014
Baseline methods for automated fictional ideationLlano MT Hepworth R Colton S Gow J Charnley J Žnidaršič M
Proceedings of the 5th International Conference on Computational Creativity Iccc 2014.
01-01-2014
Automating game design in three dimensionsCook M Colton S
Aisb 2014 50th Annual Convention of the Aisb.
01-01-2014
Automating fictional ideation using conceptnetLlano MT Hepworth R Colton S
Aisb 2014 50th Annual Convention of the Aisb.
01-01-2014
2013
Using theory formation techniques for the invention of fictional conceptsCavallo F Pease A Colton S
Proceedings of the 4th International Conference on Computational Creativity Iccc 2013., 176-183.
01-01-2013
Nobody's a critic: On the evaluation of creative code generators - A case study in videogame designCook M Colton S
Proceedings of the 4th International Conference on Computational Creativity Iccc 2013., 123-130.
01-01-2013
Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level DesignCook M Colton S Raad A
Lecture Notes in Computer Science. vol. 7835, 284-293.
01-01-2013
2012
Mining rules from player experience and activity dataGow J Colton S
Proceedings of the 8th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2012., 148-153.
01-12-2012
Unsupervised Modeling of Player Style with LDAGow J Baumgarten R Cairns P Colton S
IEEE Transactions on Games, Institute of Electrical and Electronics Engineers (IEEE) vol. 4 (3), 152-166.
16-08-2012
Initial Results from Co-operative Co-evolution for Automated Platformer DesignCook M Colton S Gow J
Lecture Notes in Computer Science. vol. 7248, 194-203.
01-01-2012
2011
Introduction to special issue: Video games as research instrumentsCalvillo-Gámez E Cairns P
Entertainment Computing, Elsevier vol. 2 (1), 1-2.
01-01-2011
2010
Experiments in objet trouvé browsingColton S Gow J Torres P
Proceedings of the International Conference on Computational Creativity Iccc 10., 238-247.
01-12-2010
Video games as research instrumentsGámez EHC Cairns P Gow J Capstick E
CHI '10 Extended Abstracts on Human Factors in Computing Systems., 4493-4496.
10-04-2010
Capturing Player Experience with Post-Game CommentariesGow J Cairns P Colton S
3rd Annual International Conferences on Computer Games, Multimedia and Allied Technology (CGAT 2010).
06-04-2010
2009
Towards the automatic invention of simple mixed reality gamesBaumgarten R Nika M Gow J Colton S
Adaptive and Emergent Behaviour and Complex Systems Proceedings of the 23rd Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour Aisb 2009., 53-58.
01-12-2009
Cognitive economy and satisficing in information seeking: A longitudinal study of undergraduate information behaviorWarwick C Rimmer J Blandford A Gow J
Journal of The Association For Information Science and Technology, Wiley vol. 60 (12), 2402-2415.
07-08-2009
Documentation and the users of digital resources in the humanitiesWarwick C Galina I Rimmer J Terras M Blandford A
Journal of Documentation, Emerald vol. 65 (1), 33-57.
16-01-2009
2008
An examination of the physical and the digital qualities of humanities researchRimmer J Warwick C Gow J Buchanan G
Information Processing & Management, Elsevier vol. 44 (3), 1374-1392.
01-05-2008
Special issue on digital libraries in the context of users’ broader activitiesGow J Blandford A
Information Processing & Management, Elsevier vol. 44 (2), 556-557.
01-03-2008
The PRET A Rapporter framework: Evaluating digital libraries from the perspective of information workBlandford A Adams A Attfield S Buchanan G Rimmer J
Information Processing & Management, Elsevier vol. 44 (1), 4-21.
01-01-2008
Applying Graph Theory to Interaction DesignThimbleby H Gow J
Lecture Notes in Computer Science. vol. 4940, 501-519.
01-01-2008
2007
Representing aggregate works in the digital libraryBuchanan G Gow J Warwick C
Proceedings of the 7th ACM/IEEE-CS joint conference on Digital libraries., 247-256.
18-06-2007
Integrating Searching and Authoring in MizarCairns P Gow J
Journal of Automated Reasoning, Springer Nature vol. 39 (2), 141-160.
01-06-2007
Creators, Composers and Consumers: Experiences of Designing a Digital LibraryBlandford A Gow J Buchanan G Warwick C
Lecture Notes in Computer Science. vol. 4662, 239-242.
01-01-2007
2006
A library or just another information resource? A case study of users' mental models of traditional and digital librariesMakri S Blandford A Rimmer J Warwick C Buchanan G
Journal of The Association For Information Science and Technology, Wiley vol. 58 (3), 433-445.
27-12-2006
Digital Libraries in the Context of Users' Broader ActivitiesBlandford A Gow J
D-Lib Magazine. vol. 12 (7/8)
01-07-2006
Constructing Induction Rules for Deductive Synthesis ProofsBundy A Dixon L Gow J
Electronic Notes in Theoretical Computer Science. vol. 153 (1), 3-21.
01-03-2006
Literate Proving: Presenting and Documenting Formal ProofsCairns P Gow J
Lecture Notes in Computer Science. vol. 3863, 159-173.
01-01-2006
Representing Aggregate Works in the Digital LibraryBuchanan G Gow J Blandford A Warwick C
Lecture Notes in Computer Science. vol. 4172, 532-535.
01-01-2006
Automatic Critiques of Interface ModesGow J Thimbleby H
Lecture Notes in Computer Science. vol. 3941, 201-212.
01-01-2006
2004
Using and Parsing the Mizar LanguageCairns P Gow J
Electronic Notes in Theoretical Computer Science. vol. 93, 60-69.
01-02-2004
Computer algebra in interface design researchThimbleby H
Proceedings of the 9th international conference on Intelligent user interfaces., 366-367.
13-01-2004
2003
On Dynamically Presenting a Topology CourseCairns P Gow J
Annals of Mathematics and Artificial Intelligence. vol. 38 (1-3), 91-104.
01-05-2003
A Theoretical Analysis of Hierarchical ProofsCairns P Gow J
Lecture Notes in Computer Science, Springer Nature vol. 2594, 175-187.
01-01-2003
1999
Extensions to the Estimation CalculusGow J Bundy A
Lecture Notes in Computer Science. vol. 1705, 258-272.
01-01-1999
Towards the Automatic Optimisation of Procedural Content GeneratorsCOOK MTR
IEEE Conference on Computational Intelligence and Games.
What If A Fish Got Drunk? Exploring the Plausibility of Machine-Generated FictionsGOW JIH
Proceedings of the 7th International Conference on Computational Creativity.
Grants
Grants of specific relevance to the Centre for Multimodal AI
IGGI2: Intelligent Games and Game Intelligence - CDT Phase 2Peter Cowling, Laurissa Tokarchuk, Diego Perez-Liebana, Jeremy Gow, Simon Colton, Susanne Binder and Simon Lucas
£3,004,935 Engineering and Physical Sciences Research Council
01-10-2019 - 30-09-2027
Research Group
PhD Students
- Sara Cardinale
Character-Based Adaptive Generative Music For Film and Video Games Using Deep Learning and Hidden Markov Models - Dominik Jeurissen
Large Language Models (Llms) Have Sparked a Remarkable Revolution in AI, Demonstrating Reasoning Abilities That Exceeded The Expectations of Many Researchers. Research on Games Like Minecraft Suggests That Llms Knowledge About Games Allows Them to Play Games Without Any Pre-Training Required. However, Most Research on Llm-Powered Game-Playing Agents Has Utilized Them Primarily For Planning. However, Complex Strategy Games Like Total War Require a Lot of Dynamic Decision-Making, Requiring The Agent to Constantly Adapt to Their Current Situation. in This Study, We Aim to Address This Gap by Exploring The Potential of Llms For Playing Complex Strategy Games and How Llms Could Be Used to Playtest These Games. We Will Review The Current State of Research on Llm-Powered Agents, Identify Their Limitations, and Present Our Project Proposal. Finally, We Will Present Our Plans For Achieving This Goal. - Nathan John-McDougall
Adversarial Behaviour Debugging With Neuroevolution - Bobby Khaleque
Automatic Game Generation With a Focus on Mood and Exploration. - Younès Rabii
Research in Intelligent Games and Games Intelligence, - Sunny Thaicharoen
Quantification of Moba Metagames to Support Gameplay Balancing and Design - Oliver Withington
Using Pca to Understand and Compare Generative Spaces - Ruizhe Yu Xia
Developing Human-Like Game Agents With a Wide Range of Play Styles and Skill Levels
News
No news items found.