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. The simulator sickness questionnaire, and the erroneous zero baseline…

    Brown, P., Spronck, P., & Powell, W. (2022). The simulator sickness questionnaire, and the erroneous zero baseline assumption. Frontiers in Virtual Reality, 1-14.
  2. Blink To Win - Blink Patterns of Video Game Players Are Connected to …

    Guglielmo, G., Mavromoustakos Blom, P., Klincewicz, M., Huis in 't Veld, E., & Spronck, P. (Accepted/In press). Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise. In 17th International Conference on the Foundations of Digital Games (FDG) (17th ed.). ACM.
  3. Face in the Game - Using Facial Action Units to Track Expertise in Co…

    Guglielmo, G., Mavromoustakos Blom, P., Klincewicz, M., Čule, B., & Spronck, P. (2022). Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play. In 2022 IEEE Conference On Games (CoG) IEEE.
  4. Out of the Maze - Investigating Fluid Intelligence and Numeracy as Pr…

    Guglielmo, G., Huis in 't Veld, E., Klincewicz, M., & Spronck, P. (2022). Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games. In Games and Learning Alliance Conference 2022 (GALA) Springer.
  5. Surprisingness – A Novel Objective Interestingness Measure in Hypergr…

    Ke, S., Spronck, P., Goertzel, B., & van der Peet, A. (2021). Surprisingness – A Novel Objective Interestingness Measure in Hypergraph Pattern Mining for Unsupervised Common Sense Learning. In Proceedings of the ICBK 2021

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