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	<title>John Fragkoulis</title>
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		<title>John Fragkoulis</title>
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		<title>MSc Dissertation: Games that learn about their users and adapt</title>
		<link>http://johnfragkoulis.wordpress.com/2010/09/09/msc-dissertation-games-that-learn-about-their-users-and-adapt/</link>
		<comments>http://johnfragkoulis.wordpress.com/2010/09/09/msc-dissertation-games-that-learn-about-their-users-and-adapt/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 10:58:10 +0000</pubDate>
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		<description><![CDATA[This dissertation is about describing those techniques that can be used to develop a computer player that has the ability to adapt to its opponent and its environment in realtime, by learning about them. For this purpose, there has been a lot of research done, mostly academic, in fields such as expert systems, machine learning  [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=20&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:center;"><a href="http://johnfragkoulis.files.wordpress.com/2010/09/disser.jpg"><img class="aligncenter size-medium wp-image-24" title="application" src="http://johnfragkoulis.files.wordpress.com/2010/09/disser.jpg?w=292&#038;h=300" alt="" width="292" height="300" /></a></p>
<p>This dissertation is about describing those techniques that can be used to develop a computer player that has the ability to adapt to its opponent and its environment in realtime, by learning about them. For this purpose, there has been a lot of research done, mostly academic, in fields such as expert systems, machine learning <sup> </sup>and others.</p>
<p>I choose to investigate the usefulness of some Machine Learning and Case Base Reasoning techniques because I felt that it consists of some very promising methods. I did that by presenting their general usability and possible applications in games and more particular in Real Time Strategy games.</p>
<p>I choose to research the applicability of such algorithms in an <em>online</em> (realtime) <em>unsupervised</em> environment as this is a requirement of the initial research subject.</p>
<p>Furthermore, this dissertation has as a goal to present one of the algorithms that are under the scope of this research in a practical manner. I did this by using an open-source software game engine and applying our my implementation of the algorithm.</p>
<p>The algorithm and general concept was inspired by the work <a href="http://ticc.uvt.nl/~pspronck/publications.html" target="_self">Pieter Spronck</a>, especially <a href="http://ticc.uvt.nl/~pspronck/pubs/Bakkes_BNAIC06.pdf">this paper</a>.</p>
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		<title>Resurrection</title>
		<link>http://johnfragkoulis.wordpress.com/2010/04/25/ressurection/</link>
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		<pubDate>Sun, 25 Apr 2010 18:27:19 +0000</pubDate>
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		<description><![CDATA[Resurrection is a 4-person project and basically a full fetched game. It is based on rough design spec written by a professional game designer. The main game consisted of a spaceship guided by the player from a top-down view that had to destroy enemy spaceships in order to collect just the right amount of energy [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=14&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<p><em>Resurrection</em> is a 4-person project and basically a full fetched game. It is based on rough design spec written by a professional game designer. The main game consisted of a spaceship guided by the player from a top-down view that had to destroy enemy spaceships in order to collect just the right amount of energy to build an energy bomb and then fire that bomb at a crater.</p>
<p>Collecting energy, creating bombs and firing them at craters, is puzzling because they all depend of the three different colors the game uses to represent energy forms. E.g a blue crater needs a blue bomb to be destroyed and a blue bomb needs 50% green energy and 50% yellow energy to be created. Hence, destroying the enemies with the right colors and balancing the energy space the spaceship can have, is not trivial!!</p>
<p>We designed the game using Model-View-Controller design pattern which turned out to be extremely handy. We added several maps with different features and enemies with various characteristics, all with different difficulty levels.</p>
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		<title>Physics Simulation</title>
		<link>http://johnfragkoulis.wordpress.com/2008/03/30/physics-simulation-alpha-version/</link>
		<comments>http://johnfragkoulis.wordpress.com/2008/03/30/physics-simulation-alpha-version/#comments</comments>
		<pubDate>Sun, 30 Mar 2008 02:57:25 +0000</pubDate>
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				<category><![CDATA[Physics]]></category>
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		<description><![CDATA[This is a second semester project. It is a physics simulation comprising of a deformable cloth object and rigid spheres. The user can interact with the surrounding cube by rotating it in two axis, add and remove spheres at any time and also record a try and replay it. The physics are running a basic [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=13&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<span style="text-align:center; display: block;"><a href="http://johnfragkoulis.wordpress.com/2008/03/30/physics-simulation-alpha-version/"><img src="http://img.youtube.com/vi/MSuIGHds86E/2.jpg" alt="" /></a></span>
<p>This is a second semester project. It is a physics simulation comprising of a deformable cloth object and rigid spheres. The user can interact with the surrounding cube by rotating it in two axis, add and remove spheres at any time and also record a try and replay it.</p>
<p>The physics are running a basic Euler integrator, with a very small time step though. The tessellation of the cloth is high, 20&#215;30 vertices with one particle (point of mass) per vertex.</p>
<p>The collisions taking place are between <em>planes and particles</em> as well as between <em>particles and particles</em>. That being said, I must point out that all rigid bodies are treated as a single particle, while the cloth is, as expected, treated as multi-particle object. Hence a collision with the cloth is actually a collision between all its particles and the <em>other</em> object. No optimizations so far.</p>
<p>The whole thing is running in a single thread at the moment and it is VERY CPU consuming, but I intend to apply serious optimizations. Right now I am developing on an Intel T7500, so I have room to spare.</p>
<p>The system is designed as component-based, with lots of decoupling and great inter-component communication.</p>
<p><a title="Google code repo" href="http://code.google.com/p/physicssim-sem2/source/browse"><strong>Source code for the project is available here.</strong> </a></p>
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		<title>Spacegame Simulation</title>
		<link>http://johnfragkoulis.wordpress.com/2008/02/06/spacegame/</link>
		<comments>http://johnfragkoulis.wordpress.com/2008/02/06/spacegame/#comments</comments>
		<pubDate>Wed, 06 Feb 2008 00:31:48 +0000</pubDate>
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				<category><![CDATA[Game]]></category>
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		<description><![CDATA[This game was developed during my first semester in the games programming master and at the time was the first large scale game I had ever made. The graphics are done in OpenGL and shaders in GLSL. The stage has per-pixel lighting, basic [CPU] particle systems and collision detection/response. It comes with two camera views, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=1&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<span style="text-align:center; display: block;"><a href="http://johnfragkoulis.wordpress.com/2008/02/06/spacegame/"><img src="http://img.youtube.com/vi/KhtbUltT168/2.jpg" alt="" /></a></span>
<p>This game was developed during my first semester in the games programming master and at the time was the first large scale game I had ever made.</p>
<p>The graphics are done in OpenGL and shaders in GLSL. The stage has per-pixel lighting, basic [CPU] particle systems and collision detection/response.</p>
<p>It comes with two camera views, a  first and a third person camera, quaternion based in order to create smoother movement, a minimap and recording capability.</p>
<p>Firing the laser weapon</p>
<ul>
<li>leaves scorch marks on the walls</li>
<li>triggers doors to open</li>
<li>stops blades from rotating</li>
<li>disables forcefields</li>
<li>and destroys enemy laser turrets.</li>
</ul>
<p>The game was programmed with a component-based object architecture, but the design is pretty immature.</p>
<p><a title="Google code repo" href="http://code.google.com/p/gpm-sem1-spacegame/source/browse"><strong>Source code for the project is available here.</strong> </a></p>
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		<title>Particle System</title>
		<link>http://johnfragkoulis.wordpress.com/2008/02/05/particle-system/</link>
		<comments>http://johnfragkoulis.wordpress.com/2008/02/05/particle-system/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 14:23:12 +0000</pubDate>
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				<category><![CDATA[Particle System]]></category>
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		<description><![CDATA[This is one of the very first particle systems I have programmed and is three years old already. The physics and rendering are handled in a separate thread, with no particular reason. The particle system was experimental, a way to understand how to develop a multithreaded application and implement multiple simple particle systems.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=7&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://johnfragkoulis.files.wordpress.com/2008/02/particles.jpg" title="particles.jpg"><img src="http://johnfragkoulis.files.wordpress.com/2008/02/particles.thumbnail.jpg?w=418" alt="particles.jpg" /></a> This is one of the very first particle systems I have programmed and is three years old already.</p>
<p>The physics and rendering are handled in a separate thread, with no particular reason. The particle system was experimental, a way to understand how to develop a multithreaded application and implement multiple simple particle systems.</p>
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		<title>Undergraduate Graphics Project</title>
		<link>http://johnfragkoulis.wordpress.com/2008/02/05/graphics-module/</link>
		<comments>http://johnfragkoulis.wordpress.com/2008/02/05/graphics-module/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 08:55:10 +0000</pubDate>
		<dc:creator>administrator</dc:creator>
				<category><![CDATA[Project]]></category>
		<category><![CDATA[Undergraduate]]></category>
		<category><![CDATA[University]]></category>

		<guid isPermaLink="false">http://johnfragkoulis.wordpress.com/?p=10</guid>
		<description><![CDATA[This is the project for a graphics module I took in my third year. It was a very simple project that required a scene with four different objects, a moving wheel system, and a spot light. For the spotlight, instead of using a lightmap, I used a tessellated surface and I also added textures and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=10&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://johnfragkoulis.files.wordpress.com/2008/02/uni.jpg" title="uni.jpg"><img src="http://johnfragkoulis.files.wordpress.com/2008/02/uni.thumbnail.jpg?w=418" alt="uni.jpg" /></a> This is the project for a graphics module I took in my third year.</p>
<p>It was a very simple project that required a scene with four different objects, a moving wheel system, and a spot light. For the spotlight, instead of using a lightmap, I used a tessellated surface and I also added textures and more controls just for fun.</p>
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			<media:title type="html">upokeimeno</media:title>
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		<title>Start Wars</title>
		<link>http://johnfragkoulis.wordpress.com/2008/02/04/start-wars/</link>
		<comments>http://johnfragkoulis.wordpress.com/2008/02/04/start-wars/#comments</comments>
		<pubDate>Mon, 04 Feb 2008 14:34:55 +0000</pubDate>
		<dc:creator>administrator</dc:creator>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://johnfragkoulis.wordpress.com/?p=8</guid>
		<description><![CDATA[This very simple, silly and colorless little application is my first attempt to make a game in 2002. It uses DirectDraw and has only three enemy ships that spawn from the right side of the screen in a random vertical position and just move in a straight line until they reach the end of the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=johnfragkoulis.wordpress.com&amp;blog=2764517&amp;post=8&amp;subd=johnfragkoulis&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://johnfragkoulis.files.wordpress.com/2008/02/startwars.jpg" title="startwars.jpg"><img src="http://johnfragkoulis.files.wordpress.com/2008/02/startwars.thumbnail.jpg?w=418" alt="startwars.jpg" /></a> This very simple, silly and colorless little application is my first attempt to make a game in 2002.</p>
<p>It uses DirectDraw and has only three enemy ships that spawn from the right side of the screen in a random vertical position and just move in a straight line until they reach the end of the screen, in which time they re-spawn from the right side.</p>
<p>The player can fire up to three bullets and every time he hits an enemy ship, gets one point. When an enemy ship dies, it immediately re-spawns.</p>
<p>The graphics were made with Windows Paint.</p>
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