Chris Miles
2240 Arcane Ave Reno, NV 89503
cell: (775) 815-6836
home: (775) 747-5170
email: enkiduo@gmail.com
website:www.enkiduo.com
Skills
Top shelf C++ and Python programmer
Experience with Tcl, Perl, D, Java, X86, C#, Scheme, Lisp, ML, GCC development
Extensive experience with AI and Game Engine Development
3D graphics - DX8 shaders, OpenGL,
Virtual Reality Technology, full immersive 4 sided cave development
Physics - Numerical Stability Methods
High Performance Networking
Agile Development Methodologies
Cross Platform development - Linux / XP
Compiler Development
Boost Libraries - Template Meta Programming
Projects
Entropy Game Engine - 9 / 2007 -> Present
Research oriented game-engine
C++ / Python
Lead architect and developer, the purpose of the entropy engine is to
provide a testbed for the development of a range of video games and AI
techniques. Entropy is highly modular, and can be integrated with a
variety of open source graphics engines such as Ogre and Irrlicht. It
runs cross-platform, and supports clean interfaces for AI module
integration. Entropy has integrated testing systems, including unit
testing and AI driven feasibility testing.I am the lead architect and core
developer on the project, which has already attracted some attraction
within the AI community.
Influence Map Based Artificial Intelligence - 9 / 2005 -> 8 / 2007
Co-Evolved Real-Time Strategy Game Playing AI
C++ / Python
The goal of the IMAI project was to develop a general AI capable of
representing a wide range of effective RTS game-playing strategies.
To do this we developed several novel techniques, including a generic
spatial reasoning system, an emergent planning system, and a combat
prediction system.
The IMAI provided a container for RTS strategy, I then developed a
co-evolutionary genetic algorithm to co-evolve these players: creating
hundreds of initial random strategies, playing those strategies against
one another on a cluster of computers, and then using genetic operators to
create new children from those that have performed well.
Lagoon Game Engine - 10 / 2003 -> 8 / 2007
Research oriented game-engine
C++ / Python
Lagoon was developed over 4 years with a team of 5 core developers to meet the
needs of several research projects, including a major one funded by the US
Navy. I was the lead architect and programmer, developing the core
game systems and providing the necessary functionality for the other
developers who concentrated primarily on the AI research.
This involved the development an integration of a wide variety of systems,
including physics, networking, graphics and user interfaces.
I also completed my Phd. work inside lagoon, which involved the development of
a Real-Time Strategy game and the construction and co-evolution of a very good
RTS game AI.
The core lagoon engine is written primarily with c++, but the external modules
are written in Python.
I have extensive experience developing on both sides of the boundary, as well
as in integrating the two.
LagoonCraft - 4 / 2005 -> 8 / 2007
Co-Evolved Real-Time Strategy Game AI
Ph.d. Dissertation Work
Developed a complete modern 3d, networked, real-time strategy.
Developed a complex real-time strategy game player.
Developed a distributed co-evolutionary genetic algorithm to co-evolve
players.
Results showed the development of significantly superior players, with
significantly reduced devleopment costs.
Strike Ops - 10 / 2003 -> 3 / 2005
Evolve Real-Time Strategy game plan
Developed a simple 3d real-time combat simulation.
Developed a distributed genetic algorithm.
Evolved near-optimal game-playing strategies capable of finding and optimizing
obscure plans.
Experience
4/05 - 8/07 University of Nevada, Reno
Lead architect on the Lagoon project, full 3d game engine used in US Navy
testing systems.
Lead developer of Lagoon-Craft a real-time strategy game built on the lagoon
engine for AI Research.
Developer of the Influence Map based Artificial Intelligence (IMAI) system,
the first evolvable high-level Real Time Strategy player.
6/02 - 9/02 University of Nevada, Reno
Research / Systems Administrator
Worked with genetic algorithms, text to speech systems and administration of a
lab and a heavy processing cluster.
9/01 - 1/02 University of Nevada, Reno
Systems Administrator
Ran a lab for chemistry students - general maintenance / upgrading / ghosting.
Tech support for the department.
Publications
Ph.d. Dissertation: Co-Evolving Real Time Strategy Game Players
Masters Thesis: Case-Injected Genetic Algorithms in Computer Strategy Games.
14 Conference Publications
1 Journal
Session Chair at Several Conferences
Education
Ph.D. Computer Science and Engineering, University of Nevada, Reno 2007
Master of Science, Computer Science and Engineering, University of Nevada,
Reno 2006
Bachelor of Science, Computer Science and Engineering, University of Nevada,
Reno 2004
Minor in Mathematics
Other
Former world ranked (18th) starcraft player.
Current University Programming Contest Administer - Organizing the contest,
creating questions and judging student submissions
Former University Programming Contest Champion - Undefeated for 3 years
before becoming administer
Former member of the UNR Rugby Team - Weak side flanker
Natural Born US Citizen, 10 years till I can be president