[Search by tag: C++]

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

Simulation models C++ Bash script Date: 12/09/2018 :: 0 comments

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

Fast Data Analysis Using C++ and Python

Python Data science C++ Bash script Date: 12/09/2018 :: 4 comments

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

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

Tutorials Robots Multi-agent systems C++ AI Date: 17/01/2018 :: 19 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.

How to compile code for e-puck robots on your computer

Tutorials Robots Multi-agent systems C++ Date: 31/03/2017 :: 3 comments

Compiling code natively on e-puck robots or cross-compiling on your computer can be very tedious. Luckily, there is a third option: compiling code on a virtualised robot system on your computer, then sending the program onto the robot.

A Highly Customisable Multi-Robot Foraging Simulation

Simulation models C++ Bash script Date: 20/02/2017 :: 0 comments

An ARGoS simulation of robot swarm foraging using various robot controllers and environments. This code has been used in various papers (see References) and thus allows to run different types of simulations.

Coding for tomorrow: Why is good code important?

Objective-C Matlab Libraries Java C++ Applications ActionScript Python Web Date: 27/01/2017 :: 0 comments

"Why should I care about how my code is written, as long as it works?" I will argue here that well-structured and well-written code not only saves time on a project, it also helps you to invest your time in a way that is meaningful for your future work.

Task Allocation in Foraging Robot Swarms

Multi-agent systems C++ Date: 29/04/2016 :: 0 comments

Bee-inspired self-regulation algorithms for robot swarms that deliver items into a single drop-off location and need to prevent congestion.

How Coding in Python Might Be Bad For You

Java C++ ActionScript Date: 10/04/2016 :: 55 comments

7 reasons why coding in Python is like writing a really bad essay and getting away with it

Information Flow Principles for Plasticity in Robot Swarms

Multi-agent systems C++ Date: 03/10/2015 :: 0 comments

An important characteristic of a robot swarm that must operate in the real world is the ability to cope with changeable environments by exhibiting behavioural plasticity at the collective level. In this paper, we report on simulation experiments with homogeneous foraging robot teams and show that analysing swarm behaviour in terms of information flow can help us to identify whether a particular behavioural strategy is likely to exhibit useful swarm plasticity in response to dynamic environments.

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.

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.

Il Matto: Hello World

Robots C++ Date: 18/11/2013 :: 1 comment

Il Matto is a microcontroller development board that uses Atmel's ATMega644PA AVR chip. It was developed at the University of Southampton, which means that I get to play with it thanks to Klaus-Peter Zauner.

Do you really need a supercomputer?

Java C++ Date: 25/06/2013 :: 2 comments

So you've decided to use a supercomputer to run your simulations, like Iridis at Southampton Uni. You can just schedule jobs and run them remotely, without having to run them one by one on your machine. Awesome. Well, not always.

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...

A small compiler script for C with GCC

C++ Date: 15/10/2012 :: 0 comments

One of my favourite classes at the moment is the one where they teach us C. Knowing C already, it is a nice relaxation for Monday morning...

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.

Kinect-Controlled News Feed

Web C++ Applications Date: 21/06/2011 :: 0 comments

During my work for Edelman Digital in 2011, I took part on a C++ project to create a program that could display user’s Facebook and Twitter feeds and was controlled by hand gestures captured by a Kinect device connected to a PC.

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.


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.