Dr Joanna Bryson
Dr. Bryson supervises two sorts of projects: AI projects, primarily those to do with making the design of AI systems easier, and NI projects, primarily those modelling the evolution of social and cognitive behaviour. NI projects normally include a systems AI component, since the tools we use for modelling natural intelligence are all AI. Improving the AI or tools is one way to make the computer science component of the project clear. Being your own user is also the best way to make sure your tools are actually useful.Similarly, for the AI projects, even if improving a tool is their main thrust, you should still have a science or game development project to conduct as well, since developers don't tend to really improve tools they aren't actively using. See the AmonI software page for details of some of our existing projects, and related papers on the designing intelligent systems page.
Dr. Bryson meets with all her students once a week in a group meeting, so her students can also experience peer supervising and supervision. There will of course also be a few longer individual meetings at critical periods in both terms. She is not on campus until late August, but can be contacted by email to negotiate projects. She sometimes accepts novel project proposals from strong students, and is happy to negotiate about and adjust her own proposals to the interests and capabilities of a particular student. However, please note that not every project below can be adjusted to suit every student's capabilities.
Previous projects and students.
Examples of possible AI projects for this year:
Building Debugging into an AI IDE
As a result of a grant on
something completely different, an interactive development
environment used within my group will be ported to eclipse by
the end of September (current
/ old version is here). What we'd really like to do
though is to make that tool into a profiler / debugger.
Requires strong java skills and an interest in real-time AI
systems such as robots and/or game characters (see e.g. the
next two projects).
A Behaviour Library for LEGO Robots
The department has recently
acquired a set of LEGO robots to be used by final-year
students (mostly in the Spring). We would like to make them
compatible with Behavior-Oriented
Design (BOD). Ultimately, we'd like to have this work
also with ABODE too (see above) so there may be a chance to
collaborate with another project student; however both
projects would need to be clearly & independently defined
so that if one student falls behind the other is unaffected.
The Behavior-Oriented Design of an Artificial Football Team
Behavior-Oriented
Design (BOD) is a way of making artificial intelligence
based on combining object oriented design and POSH reactive
plans. The goal of this project is to write a critical
analysis of BOD, improve on the IDE for POSH, and to create a
good team for the Robocup
Football Simulator League (that's VR, not robots.) This
project will be in Java, we have already connected a Java
version of POSH plans to the robocup simulator. Note: this
project requires a very competent programmer. Interest in
sport is not particularly useful & could even get in the
way!
Visualization and Maintenance of an Emotional Virtual Agent
Previous PhD student Emmanuel
Tanguy built the Emotionally
Expressive Facial Animation System (EE-FAS). The
basic system is very modular, having been built on top of psyclone.
However, understanding the architecture is not trivial for new
users. This project would involve making it easier to see what
EE-FAS is doing, and possibly to maniuplate the system. One
way to do this might be to make a general GUI tool for
enhancing the usability of psyclone. Another would be to focus
on the emotion model of EE-FAS, showing their levels and
interactions, allowing the interactions to be adjusted, or
even for new basic emotions to be added. A truly exceptional
project might do all these things.
The Behavior-Oriented Design of Online World Avatars.
Behavior-Oriented
Design (BOD) is an iterative methodology for building
artificial intelligence. It is based on both object oriented
design, dynamic AI plans and somewhat like extreme
programming. Previously it has been applied to robots,
scientific simulations an unreal-tournament characters. We
would like to extend this to either on-line games or VR social
spaces, such as Second Life. The first part of the project
would be evaluating games or realities for their accessibility
& appropriateness to AI techniques like BOD.
Examples of possible NI projects this year include:
Modelling matriarchical dominance structures non-human contexts
Modelling the social structure
of lemurs
or spotted
hyenas. This would be interesting in itself, but
particularly interesting if we could understand why these
species have evolved to have female dominant social
structures. This project requires spatial agent-based
modelling, and developing a good understanding of some
concepts from contemporary biology, particularly inclusive
fitness.
Modelling fission / fusion social behaviour and its impact
on information dissemination
Modelling the fission/fusion
society and inter-troop relations of chimpanzees, spider
monkeys or Mongolian Asses. There are two existing
models that could be extended for this project, or a new one
could be written. This also requires reading some biology, but
would probably not require the level of theoretical
sophistication of the female dominance project.
Modelling the impact of in-group & out-group assessments
on regional economics
This project
extends from a recent grant run in our group on Understanding
Cultural Variation in Anti-Social Punishment. It would
however require a new model, probably a spatial agent-based
model, but a strong independent student could possibly look at
this with game theory.
Deriving Individual Semantics from Small Text Corpra
This project extends from an
undergraduate dissertation by Avri Bilovich on using simple
vector-based automatic text analysis to track the change of
meaning in texts over time. We would now like to see if we can
track individual differences in word use and even shifts in
semantics looking at corpra in the public domain, such as
Enron's email corpus, government records or social media. See
Detecting
the Evolution of Semantics and Individual Beliefs Through
Statistical Analysis of Language Use. Bilovich's
software is written in common lisp, it could be reused
or a new version could be written.