[Tweets]

10/12/2018 7:08pm
RT @karpathy: Incredible NeurIPS talk from @drmichaellevin on "Bioelectric Computation Outside the Nervous System" [LINK]
06/12/2018 6:39pm
We are looking for 2x part-time Java developers to work on an awesome editor for a multi-agent systems modelling la… [LINK]
06/12/2018 5:12pm
Excited to announce that we have been awarded the @EPSRC Impact Accelerator Kickstarter Award in collaboration with… [LINK]
03/12/2018 8:39pm
RT @BristolRobotLab: Cafe opens in Tokyo staffed by robots controlled by paralyzed people [LINK] via @RocketNews24En

[Search by tag: AI]

V-REP, Gazebo or ARGoS? A robot simulators comparison

Robots Multi-agent systems C++ AI Tutorials Date: 17/01/2018 :: 17 comments

Let’s have a look at three commonly used open-source simulators for robotics: V-REP, Gazebo and ARGoS, to find out which one suits your project the best.

Designing Effective Roadmaps for Robotics Innovation

Robots AI Date: 21/12/2017 :: 0 comments

Automated factories, autonomous delivery drones, self-driving cars: these and similar technologies will soon touch every aspect of our lives. An engaging discussion about how these technologies are regulated and innovated took place at the IROS 2017 conference.

The Information-Cost-Reward framework for understanding robot swarm foraging

Multi-agent systems AI Date: 24/11/2017 :: 0 comments

The Information-Cost-Reward (ICR) framework relates the way in which robots obtain and share information about where work needs to be done to the swarm’s ability to exploit that information in order to perform work efficiently in the context of a particular task and environment.

Behaviour-Data Relations Modelling Language For Multi-Robot Control Algorithms

Multi-agent systems AI Date: 20/09/2017 :: 0 comments

Behaviour-Data Relations Modeling Language (BDRML) explicitely represents behaviours and data that robots utilise, as well as relationships between them. This allows BDRML to express control algorithms where robots cooperate and share information with each other while interacting with the environment.

Robot swarms in action

Multi-agent systems Robots AI Date: 28/06/2017 :: 0 comments

Watch e-puck robots collect resources and bring them back to base. While the previous simulation work helped us to learn a lot about the advantages and disadvantages of communication in swarms, doing similar experiments with real robots is already revealing interesting new things.

The Hive Mind

Games Flash AI Date: 14/10/2016 :: 0 comments

The Hive Mind is a sci-fi puzzle game about insect-inspired construction with robots. The player takes on the role of an Overseer who was sent to an alien planet and designs simple rules that robots use to create structures brick by brick.

Book Review: Waking, Dreaming, Being

Philosophy AI Date: 02/04/2016 :: 0 comments

What is the self? Is it the basic nature of the mind or is it something perceived by the mind? I'd really recommend the book to anyone interested in these questions, either from a scientific or a philosophical perspective.

Lots of Robots at IROS in Germany

Robots Neural networks AI Date: 05/10/2015 :: 2 comments

I have just returned from the IROS conference that took place in Hamburg, Germany. The conference name stands for Intelligent Robots and Systems and it was a huge event full of talks and exhibitions about robotics. While the atmosphere was very professional, the spirit of Oktoberfest, a traditional German celebration of beer and German culture that happens between September and October, managed to blend in very well.

Have I Met an Android?

Robots Games AI Date: 17/09/2015 :: 0 comments

I was browsing game discussion forums on Steam and came across a post that did not make much sense. Have I talked to an AI?

The Hive Mind in Southampton

Robots Multi-agent systems Games AI Date: 16/03/2015 :: 0 comments

I had the privilege to present The Hive Mind, my new sci-fi puzzle game about insect-inspired construction with robots, at the University of Southampton Science and Engineering day last weekend. A lot of people came to play it and it was great to watch how they interacted with it - kids were often better at the game than their parents!

How will artificial life impact the future?

Multi-agent systems Robots Neural networks AI Date: 26/10/2014 :: 0 comments

In 2013, I was a part of the TRUCE workshop at the Alife conference. The workshop brought together scientists and creative writers in order to create a cool book full of stories about A-life (artificial life) and artificial intelligence and about how it will impact our society in the future. As I am very interested in swarm robotics, sci-fi games and movies and generally how the future will look like when robots run around and are part of our everyday lives, I jumped at the opportunity to cooperate on the project.

Stardust Colonies

Games C++ AI Date: 30/08/2014 :: 0 comments

Stardust Colonies is a strategy game in which player-controlled units are aware of and affected by both their own memory and preferences, as well as by their colony's well-being.

Impressions from ALIFE 14 New York

Multi-agent systems Robots AI Date: 12/08/2014 :: 0 comments

This summer, I attended the Artificial Life conference in New York. There were some interesting and not-so-interesting talks, but generally I am very glad I went. I had a chance to meet some great people and more importantly, to get much needed feedback on my own research. I also got offered to try out real robots in my research.

Stardust Colonies Resurrected

Games C++ AI Date: 27/05/2014 :: 0 comments

I've been up to a lot lately, getting back to my Stardust Colonies game project. Some might remember that I released a demo about one and half years ago. I managed to get a lot of useful feedback for the game and I am now ready to take the development to the next level.

Ilidian the robotic dinosaur

Robots AI Date: 28/01/2014 :: 0 comments

Meet Ilidian, my robotic dinosaur pet. He is a male Pleo rb, in my opinion one of the most advanced home robotic pets at the moment. He has a lot of touch sensors so he can feel being stroked or hit on various parts of his body, temperature sensors that allow him to feel dizzy when hot or shiver when cold and much more stuff that make him quite life-like.

Creeper

Multi-agent systems Libraries Java Games AI Date: 18/09/2013 :: 0 comments

Creeper is a Java MVC framework for those who want to create multi-agent simulations (or games) and need something to build on. Creeper takes care of effective updating and rendering. You only need to specify the world objects and how they should look like.

Understanding the Role of Recruitment in Robot Foraging

Multi-agent systems Java AI Date: 16/09/2013 :: 0 comments

The ability of a simulated robotic swarm of individualists and a swarm of bee-like communicators to collect resources from various environments is compared.

Stardust Colonies Web Site Is Launched!

Multi-agent systems Games C++ AI Date: 31/05/2013 :: 0 comments

I have finally launched web site for my strategy game Stardust Colonies. Unlike in most strategy games, you get to control minions who have their job preferences and will behave differently based on what you tell them to do. Also, you don't train units in buildings but clone existing ones, which I think feels more natural to the player...

Getting Started with Creeper

Tutorials Multi-agent systems Libraries Java Games AI Date: 27/05/2013 :: 0 comments

This tutorial helps you to create your own Java project with Creeper. As an alternative solution, you could simply download Creeper with the Demo project and rewrite class and package names within net.lenkaspace.creeper.demo to suit your own needs.

Foraging Strategies in Nature and Their Application to Swarm Robotics

Multi-agent systems AI Date: 22/03/2013 :: 0 comments

While foraging is a task often experimented with in swarm robotics, it is often the case that foraging strategies inspired by nature are chosen without careful consideration. Foraging strategies including solitary foraging, behavioural matching, stigmergy, signaling to guide others and coordinated and cooperative hunting are identified and their implementation costs in robots, as well as their suitability for different scenarios is discussed.

Boid Game-Playing through Randomised Movement

Multi-agent systems Java AI Simulation models Date: 22/10/2012 :: 0 comments

The original boid flocking algorithm is extended by adding randomised movement to the flock members. This approach is a light-weight alternative to other ‘follow the leader’ techniques implemented in order to create a ‘game-playing’ behaviour during which a flock changes its movement direction as observed in real birds.

Stardust Colonies

Games C++ AI Date: 27/05/2012 :: 0 comments

Alien farm has officially become Stardust Colonies, after a game name poll I did on Facebook some time ago. The web site will launch soon so that people can read more about the game and join alpha testing...

Busy working on Alien Farm

C++ AI Date: 01/05/2012 :: 0 comments

For the last couple of weeks, I have been working on a strategy game with working name 'Alien Farm'. I have done a lot of improvements and bug fixes and almost ready to move to creating a few campaign missions...

Robots and Aliens

Robots Lego Mindstorms C++ AI Date: 01/04/2012 :: 0 comments

After a couple of releases of my NXC UserInteraction library that has already registered some downloads, I am retracting for a while to C++ until I can afford more sensors for my lego robot. I've decided to revisit Alien Farm, a strategy game I created as a part of my BSC thesis.

Ultrastable Neuroendocrine Robot Controller

Neural networks Java AI Simulation models Date: 15/08/2011 :: 0 comments

Attributes of ultrastability as an adaption mechanism in a hormone-modulated neural robot controller were investigated in a simulation. Action-selection based on hormone-driven utilities of memory items was used to alternate between mineral gathering and recharging.

Neural Networks and the Evolution of Cooperation

Neural networks Java AI Simulation models Date: 16/01/2011 :: 0 comments

The paper investigates artificial evolution of cooperation in the Iterated Prisoner's Dilemma using a number of player implementations. Existing strategy encoding and neural network models are compared with action-discriminating neural network created during writing of this paper.

Robot Flocking: Sensors and Control

Multi-agent systems AI Date: 04/01/2010 :: 0 comments

This paper discusses various kinds of robot sensory input, approaches to motor control and ways they could be used for flocking. Focus is put on vision and Gibsonian optic flow that could be utilised by robots with advanced behaviour.

Alien Strike

Objective-C Games AI Date: 04/11/2009 :: 0 comments

Alien Strike was an addictive copter shooter game sold on iTunes during 2009 and 2010, where you flew a UFO and fought against the futuristic Earth. The movement was controlled by holding a finger on the screen in order to go up, while the default UFO movement was to fall down. Player had the ability to shoot and drop bombs to watch the earthlings explode.

Inner States for Game Agent Systems

Games C++ AI Date: 02/06/2009 :: 0 comments

The theoretical part of the project focuses on currently used techniques for obstacle avoidance, task-oriented behaviour and fuzzy logic in the field of games AI. A number of approaches are discussed and evaluated.

Mayan Madness

Games C++ AI Date: 17/01/2009 :: 0 comments

Mayan Madness is a 3D third-person adventure game that I participated on as a lead developer in the last year of my undergraduate course.

Space Invaders

Games C++ AI Date: 23/04/2008 :: 3 comments

Space Invaders was one of my assignments in the second year of my Undergraduate study. It is coded in C++ and uses OpenGL and DirectX for rendering. This simple 2D shooter is based on the original Space Invaders game and adds some interesting new features.

pyCreeper

The main purpose of pyCreeper is to wrap tens of lines of python code, required to produce graphs that look good for a publication, into functions. It takes away your need to understand various quirks of matplotlib and gives you back ready-to-use and well-documented code.

Novelty detection with robots using the Grow-When-Required Neural Network

The Grow-When-Required Neural Network implementation in simulated robot experiments using the ARGoS robot simulator.

Fast Data Analysis Using C++ and Python

C++ code that processes data and makes it available to Python, significantly improving the execution speed.

Designing Robot Swarms

This project looks at the challenges involved in modeling, understanding and designing of multi-robot systems.

Robustness in Foraging E-puck Swarms Through Recruitment

Swarms of five e-puck robots are used in a semi-virtual environment, facilitated by the VICON positioning system. Recruitment can make swarms more robust to noise in robot global positioning data.