We are Tilburg University

We are Tilburg University

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. Andromeda: A Personalised Crisis Management Training Toolkit

    Blom, P. M., Bakkes, S., & Spronck, P. (2019). Andromeda: A Personalised Crisis Management Training Toolkit. In Andromeda: A Personalised Crisis Management Training Toolkit (pp. 139-147)
  2. Modeling and adjusting in-game difficulty based on facial expression …

    Blom, P. M., Bakkes, S., & Spronck, P. (2019). Modeling and adjusting in-game difficulty based on facial expression analysis. Entertainment Computing, 31.
  3. Towards multi-modal stress response modelling in competitive league o…

    Blom, P. M., Bakkes, S., & Spronck, P. (2019). Towards multi-modal stress response modelling in competitive league of legends. In IEEE Conference on Computatonal Intelligence and Games, CIG (IEEE Conference on Computatonal Intelligence and Games, CIG; Vol. 2019-August). IEEE Computer Society.
  4. Towards a Tabletop Gaming Motivations Inventory (TGMI)

    Kosa, M., & Spronck, P. (2019). Towards a Tabletop Gaming Motivations Inventory (TGMI). In Proceedings of the International Conference on Videogame Sciences and Arts (Vol. 1164, pp. 59-71). (Communications in Computer and Information Science). Springer Verlag.
  5. What Tabletop Players Think about Augmented Tabletop Games - A Conten…

    Kosa, M., & Spronck, P. (2018). What Tabletop Players Think about Augmented Tabletop Games: A Content Analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games [6] New York: ACM.

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