Bio

Pieter Spronck studied computer science at Delft University of Technology, and received a PhD in Artificial Intelligence from Maastricht University. He held jobs as a programmer, systems designer, and knowledge engineer, before entering academics. He has worked for Tilburg University since 2008. Since 2016 he is a full professor of computer science, and since 2018 he heads the Department of Cognitive Science and Artificial Intelligence of the Tilburg School of Humanities and Digital Sciences. He teaches programming and artificial intelligence. His research interests include evolutionary systems, adaptive control, computer game AI, player modeling, multi-agent systems, knowledge technology, and serious games. These interests are grounded in the fields of computer science, artificial intelligence, and data science.

Expertise

Computer science, programming, artificial intelligence, machine learning, game research

Teaching

At Tilburg University, I teach the course "Computer Games" in the CS&AI master. In the CS&AI bachelor, I teach the course "Data Structures and Algorithms". Formerly, I taught the courses "Data Processing" and "Data Processing Advanced" in the HAIT/Data Science master, "Games and Social Simulations" in the research master, and "Understanding Intelligence" and "Games for Artificial Intelligence" (together with Sander Bakkes) in the CIS bachelor. I also contributed to the courses "Business Information Technology", "Digital Media Research Tools", and "Inleiding HAIT" in the CIS bachelor. I supervise many bachelor, master, and PhD students. At the Open University I taught several courses in Artificial Intelligence, and designed and taught a course focusing on computer games. At Maastricht University, I taught courses on Logic, Object-oriented design and programming, and computer games.

Courses

Recent publications

  1. Human-Game AI Interaction - Report from Dagstuhl Seminar 22251

    Ashlock, D., Maghsudi, S., Perez Liebana, D., Spronck, P., & Eberhardinger, M. (2023). Human-Game AI Interaction: Report from Dagstuhl Seminar 22251. Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik.
  2. LoCoMoTe – a framework for classification of natural locomotion in VR…

    Croucher, C., Powell, W., Stevens, B., Miller-Dicks, M., Powell, V., Wiltshire, T., & Spronck, P. (Accepted/In press). LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality. IEEE Transactions on Visualization and Computer Graphics.
  3. Predicting Tetris Performance Using Early Keystrokes

    Guglielmo, G., Klincewicz, M., Veld, E. H. I. ., & Spronck, P. (2023). Predicting Tetris Performance Using Early Keystrokes. In P. Lopes, F. Luz, A. Liapis, & H. Engstrom (Eds.), Proceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023 (pp. 1-4). Article 46 (ACM International Conference Proceeding Series). ACM.
  4. Tracking Early Differences in Tetris Performance using Eye Aspect Rat…

    Guglielmo, G., Klincewicz, M., Huis in 't Veld, E., & Spronck, P. (Accepted/In press). Tracking Early Differences in Tetris Performance using Eye Aspect Ratio Extracted Blinks. IEEE Transactions on Games, 1-8.
  5. Gamified Motor Learning Through High-Fidelity Sensor Technology

    Mavromoustakos Blom, P., Mylonas, V., Nikodelis, T., Konstantakos, V., Spronck, P., Loizidis, T., & Mayer, I. (2023). Gamified Motor Learning Through High-Fidelity Sensor Technology. In Conference on Serious Games and Applications for Health

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