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. Modeling and adjusting in-game difficulty based on facial expression …

    Blom, P. M., Methorst, S., Bakkes, S., & Spronck, P. (2020). Modeling and adjusting in-game difficulty based on facial expression analysis (vol 31, 100307, 2019). Entertainment Computing, 33, [100317].
  2. Human-AI Coordination

    Hoffmann, K., Cakmak, D., Cowling, P., Foerster, J., Maghsudi, S., Runarsson, T. P., Spronck, P., & Sturtevant, N. (2020). Human-AI Coordination. In Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI: Report from Dagstuhl Seminar 19511 Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik.
  3. Multi-modal Study of the Effect of Information Complexity in a Crisis…

    Mavromoustakos Blom, P., Bakkes, S., & Spronck, P. (2020). Multi-modal Study of the Effect of Information Complexity in a Crisis Management Game. In GAME-ON 2020
  4. Multi-Modal Study of the Effect of Time Pressure in a Crisis Manageme…

    Mavromoustakos-Blom, P., Bakkes, S., & Spronck, P. (2020). Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game. In International Conference on the Foundations of Digital Games (FDG '20). Association for Computing Machinery.
  5. Investigating the Relation between Playing Style and National Culture

    Norouzzadeh Ravari, Y., Strijbos, L., & Spronck, P. (2020). Investigating the Relation between Playing Style and National Culture. IEEE Transactions on Computational Intelligence and AI in Games, 1-10.

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