i++ School Newsletter
Week commencing 23 May 2011
Previous Newsletters
Robotic Fish featured on The Naked Scientists
Popular
science news website
The Naked Scientists featured a video report on Professor Hu and the EU
SHOAL project earlier this month. The Robotic fish, which have previously been
on display at the London Aquarium, will be used to measure pollutants in the
port of Gijon, in northern Spain. The
video and
interview transcript are available on the
Naked Scientist website.
Robotic fish at the London Aquarium
AWS Job Opportunity in Cloud Computing
Graduating this summer and still looking for an exciting job opportunity?
Active Web Solutions (AWS), one of our close
industrial partners, is looking to fill a permanent position and are keen on
getting a good Java or C# programmer with good communication skills who is up
for a challenge and willing to learn fast. You will be working on cloud
computing related projects using technologies such as Windows Azure, REST APIs,
claims based identity and Windows interoperability with non-Microsoft stacks.
AWS is a modern company based in Suffolk with a refreshing, no-nonsense
approach to harnessing technology for the benefit of their customers. CSEE has
had close links with AWS for several years now and a number of our students have
taken up summer placement opportunities with them. If you want to know more
about our collaboration with AWS, please talk to Udo Kruschwitz or Simon Lucas.
For more information about AWS projects and customers, see the company
website. Applications: In the first instance, please send your CV and letter of
application to Lucy Finlayson.
Tuesday Tasters: Digital Living: using the iSpace Living Laboratory
The iSpace is a state of the art living laboratory housed in the School of
Computer Science and Electronic Engineering. It comprises a suite of facilities,
supported by a team of experts, which allow for the technical assessment of both
new and existing technologies in an intelligent home environment. Trials can
take place in real-life settings in a controlled environment, ranging from short
trials through to longer studies in which participants can live in the iSpace
for weeks or months. The iSpace team support the unobtrusive observation and
collection of data from trial participants for further analysis. This is further
supported by academic expertise in Intelligent Environments, Immersive Virtual
Worlds, Converged Network Services, User Experience, Technology Evaluation,
Co-creation and Service Innovation.
Come along to the Tuesday Taster event on 7 June from 13.00 to 14.00 in the
iSpace. You will hear about how we have used the iSpace to evaluate a range of
different products and services, and see examples of some of the smart home
technologies and research which have been carried out within the department. The
iSpace team would like to work with other departments at the University involved
in aspects of digital living, business and innovation as well as social and
media studies. This is an opportunity to find out more about the iSpace and
explore how we can work together on future research projects.
Click here
to book your place.
CSEE Visiting Professor at the 3DTV World Forum
David Crawford, Visiting Professor to CSEE, participated in two panel
sessions at the 3DTV World Forum at
the Thistle Hotel, Marble Arch on the 18 May, discussing bandwidth requirements
for 3D media services and the long term future of 3DTV. This activity links in
to the work of Dimitra Simeonidou’s Research Group in the Advanced Media Lab.
Papers Published by the Game Intelligence Group
The
Game Intelligence Group has just published another two papers on various AI
aspects of Ms Pac-Man. Ms Pac-Man is one of the classic videogames of all
time, and also makes an engaging test-bed for AI research.
Spyridon Samothrakis and David Robles and Simon
M. Lucas, Fast Approximate Max-N Monte Carlo Tree Search for Ms
Pac-Man, IEEE
Transactions on Computational Intelligence and AI in Games (2011), to appear
– already available
on IEEE Xplore
Abstract—We present an application of Monte-Carlo Tree Search (MCTS) for the
game of Ms Pac- Man. Contrary to most applications of MCTS to date, Ms Pac-Man
requires almost real-time decision making and does not have a natural end state.
We approached the problem by performing MonteCarlo tree searches on a 5 player
max-n tree representation of the game with limited tree search depth. We
performed a number of experiments using both the MCTS game agents (for
pacman and ghosts) and agents used in previous work (for ghosts).
Performance-wise, our approach gets excellent scores, outperforming previous
non-MCTS opponent approaches to the game by up to two orders of magnitude.
The iconic four maze designs
of Ms Pac-Man.
Philipp Rohlfshagen and Simon
M. Lucas, Ms Pac-Man Versus Ghost Team CEC 2011 Competition, IEEE
Congress on Evolutionary Computation (2011), pages: to appear,
draft pdf available here.
Abstract—Games provide an ideal test bed for computational intelligence and
significant progress has been made in recent years, most notably in games such as
GO, where the level of play is now competitive with expert human play on smaller
boards. Recently, a significantly more complex class of games has received
increasing attention: real-time video games. These games pose many new
challenges, including strict time constraints, simultaneous moves and
open-endedness. Unlike in traditional board games, computational play is
generally unable to compete with human players. One driving force in improving
the overall performance of artificial intelligence players are game competitions
where practitioners may evaluate and compare their methods against those
submitted by others and possibly human players as well. In this paper we
introduce a new competition based on the popular arcade video game MS PAC-MAN:
MS PAC-MAN VERSUS GHOST TEAM. The competition, to be held at the Congress on
Evolutionary Computation 2011 for the first time, allows participants to develop
controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike
previous MS PAC-MAN competitions that relied on screen capture, the players now
interface directly with the game engine. In this paper we introduce the
competition, including a review of previous work as well as a discussion of
several aspects regarding the setting up of the game competition itself.