Associate Professor

Edward Powley is an associate professor in the Games Academy. His research interests as a member of the MetaMakers Institute are centred on artificial intelligence for games, particularly on developing general-purpose AI methods which can play a wide variety of games. His current work investigates the use of AI agents as playtesters and assistants in automated game design systems. He is also using his game development expertise to bring the Institute’s research to market and into the hands of the general public.

He is also an independent game developer, with particular interest in the emergent gameplay possibilities of cutting-edge AI, procedural content generation and physics-based gameplay. He teaches on BSc Computing for Games, focussing on principles of computing, artificial intelligence, and research methods.

Contact details

Qualifications

Qualifications

Year Qualification Awarding body
2010 PhD Computer Science University of York
2006 MMath Mathematics and Computer Science University of York

Research Interests

Research Topics

  • Artificial Intelligence
  • Games

Research Outputs

Publications and research outputs

  • Lorway, Norah

    Wilson, Arthur, (2021), Autopia: An AI collaborator for live networked computer music performance, In: 2nd Conference on AI Music Creativity (MuMe + CSMC), July 18-22 2021, Institute of Electronic Music and Acoustics (IEM) of the University of Music and Performing Arts of Graz, Austria
  • Lorway, Norah

    Wilson, Arthur, Speakman, John A. and Jarvis, Matthew, (2019), Autopia: An AI Collaborator for Live Coding Music Performances, In: International Conference on Live Coding, 5-7 February 2020, University of Limerick, Ireland
  • Lorway, Norah

    Speakman, John, (2019), Autopia: An AI Collaborator for Gamified Live Coding Music Performances, In: 10th AI and Games Symposium, Falmouth University, pp. 1-4
  • Powley, Edward

    Cowling, Peter I. and Whitehouse, Daniel, (2018), Memory Bounded Monte Carlo Tree Search, In: 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE'17), 5-9 October 2017, Snowbird, Utah, USA, pp. 94-100
  • Scott, Michael James

    (2018), Towards an Interaction Blueprint for Mixed Reality Experiences in GLAM Spaces: The Augmented Telegrapher at Porthcurno Museum, In: Proceedings of the 32nd BCS Human Computer Interaction Conference, 2-6 July, 2018, Belfast, NI, pp. 1-5
  • Colton, Simon

    Gaudl, Swen, Saunders, Rob, Perez Ferrer, Blanca, Ivey, Peter and Cook, Michael, (2018), A Parameter-Space Design Methodology for Casual Creators, In: Proceedings of the Ninth International Conference on Computational Creativity, Association for Computational Creativity, University of Salamanca, Spain, pp. 264-271, ISBN: 978-989-54160-0-4, Item availability may be restricted.
  • Kay, Madeleine

    (2018), The effect of visualising NPC pathfinding on player exploration, In: Proceedings of Curiosity in Games workshop at the International Conference on the Foundations of Digital Games (FDG), 7-10 August 2018, Malmö, Sweden
  • Powley, Edward

    (2018), Towards immersive 3D visualisations of game AI algorithms, Liverpool, UK
  • Nelson, Mark

    Gaudl, Swen, Ivey, Peter, Saunders, Rob, Perez Ferrer, Blanca and Cook, Michael, (2017), Mixed-Initiative Approaches to On-Device Mobile Game Design, In: CEUR Workshop Proceedings, Denver, USA, pp. 1-6, ISSN: 1613-0073
  • Nelson, Mark

    Ivey, Peter, Perez Ferrer, Blanca and Cook, Michael, (2017), Design Methods for Democratising Mobile Game Design, In: CHI Play Workshop: Critical Reflections on Participation in Game Development, 15 October 2017, Amsterdam, Netherlands
  • Nelson, Mark

    Perez Ferrer, Blanca, Saunders, Rob, Ivey, Peter and Cook, Michael, (2017), Fluidic Games in Cultural Contexts, Georgia Tech, USA
  • Gaudl, Swen

    Ivey, Peter, Perez Ferrer, Blanca and Cook, Michael, (2017), Exploring Novel Game Spaces with Fluidic Games, In: AISB 2017: AI & Games Symposium, 19-21/4/2017, Bath, UK, pp. 1-4
  • Scott, Michael

    (2017), Using GitHub to Support Programming Assignments, In: Proceedings of the 5th HEA Conference on Learning and Teaching in STEM Disciplines, 1-2 February 2017, Manchester, UK
  • Powley, Edward

    Gaudl, Swen, Colton, Simon, Nelson, Mark, Saunders, Rob and Cook, Michael, (2016), Automated tweaking of levels for casual creation of mobile games, In: Computational Creativity and Games Workshop, 27 June 2016, Paris, France
  • Colton, Simon

    Gaudl, Swen and Cook, Michael, (2016), Towards a computational reading of emergence in experimental game design, In: Computational Creativity and Games Workshop, 27 June 2016, Paris, France
  • Scott, Michael

    (2019), Nurturing Collaboration in an Undergraduate Computing Course with Robot-themed Team Training and Team Building, In: CEP '19: Proceedings of the 3rd Conference on Computing Education Practice, ACM Press, New York, pp. 5, ISBN: 9781450366311, ISSN: Unknown
  • Colton, Simon

    Cook, Michael, (2018), Investigating and automating the creative act of software engineering, In: Proceedings of the Ninth International Conference on Computational Creativity, Association for Computational Creativity (ACC), Online, pp. 224-231, ISBN: 978-989-54160-0-4
  • Gaudl, Swen

    Perez Ferrer, Blanca, Ivey, Peter and Cook, Michael, (2018), Rapid game jams with fluidic games: A user study & design methodology, In: Entertainment Computing, Elsevier, Netherlands, pp. 1-9, ISSN: 1875-9521
  • Powley, Edward

    Nelson, Mark, Gaudl, Swen, Perez Ferrer, Blanca, Saunders, Rob, Ivey, Peter and Cook, Michael, (2017), Wevva: Demonstrating Game Design, In: Thirteenth Artificial Intelligence and Interactive Digital Entertainment Conference, AAAI Publications, AAAI Publications, pp. 273-275, ISSN: N/A
  • Powley, Edward

    Gaudl, Swen, Colton, Simon, Saunders, Rob and Nelson, Mark J., (2017), Semi-automated level design via auto-playtesting for handheld casual game creation, In: Proceedings of the 2016 IEEE Conference on Computational Intelligence and Games, IEEE, USA, pp. 1-8, ISSN: 2325-4289
  • Perez Ferrer, Blanca

    Cook, Michael, (2016), Gamika: Art Based Game Design, In: Art/Games, ArtSlashGames, Beginnings (1), pp. 18-24
  • Cowling, Peter I

    Whitehouse, Daniel and Rollason, Jeff, (2015), Player preference and style in a leading mobile card game, In: IEEE Transactions on Computational Intelligence and AI in Games, IEEE, USA, 7 (3), pp. 233-242, ISSN: 1943-068X
  • Powley, Edward

    Cowling, Peter I and Whitehouse, Daniel, (2014), Information capture and reuse strategies in Monte Carlo Tree Search, with applications to games of hidden information, In: Artificial Intelligence, Elsevier, USA, 217 (Dec), pp. 92-116, ISSN: 0004-3702
  • Perez, Diego

    Whitehouse, Daniel, Rohlfshagen, Philipp, Samothrakis, Spyridon, Cowling, Peter I and Lucas, Simon M, (2014), Solving the Physical Travelling Salesman Problem: tree search and macro-actions, In: IEEE Transactions on Computational Intelligence and AI in Games, IEEE, USA, 6 (1), pp. 31-45, ISSN: 1943-068X
  • Powley, Edward

    Tecza, Adrienne, Noble, Howard and Law, Richard, (2016), Shallow Seas

Teaching

Areas of teaching

  • Artificial Intelligence
  • Computing

Courses taught

  • BSc Computing for Games