Glen Berseth

This is a list of projects that I have worked on (presented in no particular order).

  • Arm Game
  • In this work we construt a prototype design of a real-time multiplayer game with distributed state. The goal of the project two fold, handel node failure gracefully without gameplay suspension and protect against malicious/cheating clients.

  • Optimizing Simulated Crowd Behaviour
  • Optimizing Simulated Crowd Behaviour is the title of my master thesis and is the culmination of two pieces of work SteerPlex and SteerFit.

  • GpsdInspector
  • GpsdInspector is an extension to GpsInspector which is a software packages that shows off many of the features and tools that can be used to display GIS data with Java and Gps device reading.

  • Synchronous drawing
  • Implemented a html5 program to allow multiple people to draw on the same page at the same time. The different users will see the writing of the other users from asynchronous updates. The Multiple user part is disabled at the moment for security reasons.

  • Unreal IndiGolog Team
  • This is a project on developing strategic Unreal Tournament bots in the Unreal Development Kit. They were designed to display team work, using well defined team roles. These roles established seniority in a sense where some bot on the team could influence others and with one bot taking command of the teams strategy. The project is focused around the Capture The Flag (CTF) game type in Unreal Tournament.

  • Crowd Analysis
  • This project involves a detailed examination of crowd analysis. The goal of the project is to identify what constitutes a difficult crowd simulation and why.

  • USAT Boundary Research
  • This report is a study on the effects of clause to variable ratio when checking for the number of USAT cases in a large number of tests. In the paper â€�Hard and Easy Distributions of SAT Problemsâ€� by D. Mitchell, B. Selman, and H. Levesque (1992), examines the difficulty of SAT when the ratio of the number of clauses to the number of variables was changed. The paper shows a clear peak in the difficulty of SAT cases with around 4.25 clauses to the number of variables. This report is going to look for a clear ratio of clauses to variables, this will be found when the peak number of USAT cases appear in test groups of 100,000.

  • SmartBody in Unity3D
  • This might become an adopted project. This project is to support my masters project. The goal is to take SmartBody, a great piece of animation software and import it into Unity3D. Some of this project is completed already by the Virtual Human ToolKit but still some improvement can be made on software. The issue right now is that the locomotion provided by SmartBody has not been implemented into the interface.

  • Unreal Environment Interface
  • This is a library project written in Java that is designed to link Agents and Entitys together across environments. Environments can be a C++ environment and a Java environment or a Prolog environment. The example used in this project is supplying comunication between Prolog Agents and Unreal Tournament Entities.

  • Steering algorithm parameter fitting
  • SteerFit uses the SteerSuite framework and additional plugins to optimize parameter settings for dynamic navigation algorithms.

  • Scenario complexity estimation
  • SteerPlex works to define a salient set of scenario features that can be used to identify the relative complexity of a steering scenario.

  • Digit Recognition (using MPLs)
  • This project was a done as an exercise in Machine Learning methods. The goal was to design a Multi-Layer Perceptron to use for handwritten digit classification.

  • Procedural Content Generation
  • Exporing content generation with a focus on maze generation. I created an Android game that generates mazes for the user to navigate through.