Last
            modified: 22 July 2012
            
          
          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 (but not always)
          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. AI projects similarly will always have some
          interesting AI product to be produced.  Being your own
          user is also the best way to make sure your tools are actually
          useful.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 project students once every other week in Autumn term, and weekly in Spring. This is a group meeting, allowing students to experience peer supervising and supervision, and can generally work together on understanding common problems such as new technologies. There are of course a few longer individual meetings at critical periods in both terms. 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:
          
Evaluating and Improving an AI IDE
This summer we are working to
            substantially improve our core piece of AI development
            technology, ABODE (current
              / old version is here).  But as I said above,
            only use makes tools good. Taking this project 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), since, as stated above, you will need to
            demonstrate that you can build something with the tool.
            
          
          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) and to work with ABODE  (see above).
            Possible tasks include RoboCup
              Football, RoboCup
              Rescue a Robot
              Companion, or overcoming the Dalek problem in the East
            Building (the stairs.)
            
          
          Improving the Action Selection Mechanism for an Artificial Football Team
Behavior-Oriented
              Design (BOD) is a way of making artificial
            intelligence based on combining object oriented design and
            proactive planning, normally using POSH action selection.
            Last year, Tom Hyde produced a good
            team for the Robocup
Football
              Simulator League (that's VR, not robots), and
            in so doing identified some problems in the real-time
            scheduling for POSH. This project will probably be in Java,
            but other technologies are possible through an API. Note:
            this project requires a very competent programmer. Interest
            in sport is not particularly useful & could even get in
            the way!
            
          
          Creating a Bath Implementation of Behaviour Trees
          
          
            Over the years, a lot of game & robot technology has
            been produced at Bath (& a few other universities) using
            POSH action selection.  However, there are other
            action-selection mechanisms (ASM) capable of describing
            dynamic plans.  One of the most widely cited presently
            is the Behaviour Tree (BT), however there is no canonical
            downloadable, open-source version of BTs.  This project
            would involve building a BT action selection
            mechanism.  Ideally this would be used to replace the
            POSH action selection on one of our existing behaviour
            libraries (e.g. UT Capture the Flag, Robocup Footbal,
            StarCraft: Brood Wars) so that the student would a) be
            easily able to compare the two technologies and b) not have
            to implement a substantial AI as well as building the ASM.
            
          
          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
            both develop and understand emotional AI systems.  This
            might very well involve reimplementing and simplifying
            EE-FAS system.
            
          
          Extending & Generalising BOD Star Craft to more
            species and map.
            
          Behavior-Oriented
              Design (BOD) is intended as an iterative methodology
            to make building AI easier and faster. In 2012, Simon Davies
            created a single BOD StarCraft
            or VR social spaces, such as Second Life. Can Davies' solution
            be refactored to make extending the AI to other maps and /
            or species easier?  This project would ideally create a
            number of additional extensions to.
          
          Examples of possible NI projects this year include:
Modelling matriarchical dominance structures non-human contexts
This project requires
            modelling the social structure of lemurs
            and/or spotted
              hyenas. This would be interesting in itself, but it is
            particularly interesting if it helps us understand why these
            species have evolved to have female dominant social
            structures (most other similar species have male-dominated
            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 from scratch. This project 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 shifts in
            semantics over time by 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 in another language. 
            See also Eugene Bann's 2012 dissertation on deriving
            information about emotions from twitter corpra.