Speaker Biographies

Suzanne Barber
Suzanne Barber is a Professor in the Electrical and Computer Engineering Department at The University of Texas at Austin and Director of The Laboratory for Intelligent Processes and Systems (http://www.lips.utexas.edu). Dr. Barber is a leading researcher in the development of distributed, autonomous agent-based systems and holder of the Temple Foundation Fellowship in Engineering No. 1. Dr. Barber has published over 140 articles in refereed publications and holds copyrights for innovated software engineering analysis and design environments as well as an agent-based design, experimentation and simulation environment.

Jim Browne
Jim Browne is a Professor of Computer Science and Physics at The University of Texas at Austin. Browne's research interests span parallel programming and computation, performance measurement and analysis and software engineering. He is a fellow of the Association for Computing Machinery, of the British Computer Society and of the American Physical Society and of the American Association for the Advancement of Science.

Bobby Bryant
Bobby Bryant is a Doctoral Candidate in the Department of Computer Sciences at the University of Texas at Austin. He is researching the application of genetic algorithms for training artificial neural networks to serve as the 'brains' for intelligent autonomous agents in games and other multi-agent systems with rich environments.

Alexander Cavalli
Alexander Cavalli is the deputy director of the IC2 Institute. In the early nineties, while leading architectural design of MCC's Enterprise Integration Project, Dr. Cavalli and his staff created the foundation for much of what is now recognized as the Internet. Working with leading universities and corporations and supported by US government funding, the EINet project was designed to demonstrate how electronic commerce would work and what network infrastructure was necessary to support it.

Nate Kohl
Nate Kohl is a Ph.D. student in the Department of Computer Sciences at the University of Texas at Austin. His research interests include applying genetic algorithms to complex multi-agent simulations, using developmental encodings to evolve increasingly complex structures, and programming teams of robotic dogs to play soccer.

Tim Fields
Tim Fields has been developing games and 3D software for nine years for Digital Anvil Studios, Eclipse Entertainment, and Microsoft. His background spans many different disciplines in game development, from character modeling and animation to engine and 3D tool design. A graduate of The University of Texas, Tim currently leads the design efforts on Microsoft's XBox shooter, Brute Force.

Richard Garriott
CCO and Executive Producer at NCSoft Austin/Destination Games, Richard Garriott (a.k.a. Lord British) is author of the best-selling Ultima series, including Ultima Online. He is a true veteran of the computer gaming industry. Richard co-founded Origin Systems with his brother Robert. We can't do Richard's biography justice here, just know that he is a pioneer and respected designer.

Troy Gilbert
Troy Gilbert has been a Field Engineer for Criterion Software in North America since 2001. He is responsible for overseeing all technical evangelism for Criterion's middleware products, RenderWare Platform and Studio, including developer training. Prior to Criterion, Troy graduated Cum Laude from the University of Arkansas where he did his undergraduate thesis on using behavioral models to control particle systems. Troy lives with his wife in Austin, Texas.

John Hancock
John Hancock received his Ph.D. in Robotics from Carnegie Mellon University in 1999 where he worked on vision and navigation algorithms for robotic cars. Tired of unreliable robotic hardware getting in the way of developing interesting AI, John left academia and began his game industry career at Activision. While at Activision, he was Co-Lead Programmer and AI developer for Star Trek: Armada (shipped March 2000). He joined LucasArts in May 2000, where he has worked on Star Wars: Obi-Wan and Star Wars: Bounty Hunter. He is currently working on the squad AI for Star Wars: Republic Commando. A designer at heart, John got his start in games by developing add-on levels for Bungie's Marathon Infinity to procrastinate writing his doctoral thesis.

Matt Hayes
Matt Hayes studied Computer Engineering at Virginia Tech before really getting into programming while working with Virginia-based Exegetics, Inc. on custom Computer Vision applications for the US and German post offices and the Virginia Department of Transportation. While at Virginia Tech, he volunteered much of his free time to programming for an independent online roleplaying game, where he developed an interest in AI. Matt now spends his free time on independent projects, game design, and programming experiments.

Ryan Houlette
Ryan Houlette is a lead software engineer at Stottler Henke, an artificial intelligence software consulting firm, where he has worked for the past five years on a variety of government and commercial AI applications. He is the architect of the runtime engine for Stottler Henke's SimBionic game AI middleware product. His primary research interests are in game/simulation AI engines, visual AI authoring environments, and interactive narrative systems. Ryan holds a master's degree in AI from Stanford University, and when he's not thinking about AI he's usually performing as a singer/songwriter or playing a CRPG with his wife.

Ben Kuipers
Benjamin Kuipers holds an endowed Professorship in Computer Sciences at the University of Texas at Austin. He investigates the representation of commonsense and expert knowledge, with particular emphasis on the effective use of incomplete knowledge. His research accomplishments include developing the TOUR Model of spatial knowledge in the cognitive map, the QSIM algorithm for qualitative simulation, the Algernon system for knowledge representation, and the Spatial Semantic Hierarchy model of knowledge for robot exploration and mapping. He is a Fellow of AAAI and IEEE.

Risto Miikkulainen
Risto Miikkulainen is a Professor in the Department of Computer Sciences. His research interests include Cognitive Science, i.e. models of schema-based vision, concept learning, and natural language processing; Computational Neuroscience, especially development, plasticity, and function of the visual cortex, and episodic memory; and Neuroevolution, i.e. evolving neural networks with genetic algorithms.

Jeff Orkin
Jeff Orkin has been developing A.I. systems for computer games since 1996. Currently employed as a Senior A.I. Engineer at Monolith Productions, he contributed to the critically acclaimed 1960s spy game No One Lives Forever 2. Jeff has written for A.I. Game Programming Wisdom 1 & 2, and gained previous game industry experience at Sierra. Jeff holds a Masters degree in Computer Science from the University of Washington, and his bachelors from Tufts University includes a minor in Studio Art.

Matt Patterson
Matt Patterson is the Senior Systems Analyst for the DMC, providing information management, infrastructure maintenance and systems support, web development, and programming. He specializes in the development of dynamic, content-driven web applications with a focus on the marriage between graphic design and backend programming. Matt studied fiction writing at Virginia Tech and is an avid science-fiction writer and game designer.

Borut Pfeifer
Borut Pfeifer graduated from Georgia Tech in 1998, and after working in various software development positions, cofounded White Knuckle Games in May of 2001. Up until April 2003, Borut worked there as lead designer and gameplay/AI programmer on the cyberpunk action-rpg, Reality's Edge. He has an article in Secrets of the Game Business and two articles in the upcoming Game Programming Gems 4 (both published by Charles River Media). He currently works at Radical Entertainment.

Thomas Rolfes
Thomas Rolfes worked in the game and technology teams of Criterion and Kuju and as studio technology programmer at Lionhead on titles including Redline Racer Dreamcast, Trickstyle, Lotus Challenge, Microsoft Train Simulator and Black & White 2. He studied physics at university of Muenster and computer science at university of Hagen.

Brian Stankiewicz
Brian Stankiewicz is an Assistant Professor in the Department of Psychology at the University of Texas at Austin. He is also head of the Shape and Space Perception Lab which is investigating the representations and processes mediating human object recognition and spatial navigation. Dr. Stankiewicz uses computational approaches to understand human spatial navigation behavior. Specifically, he is interested in understanding how people learn about a large-scale spaces (buildings, cities), and once familiar with a space, how do they use this knowledge for way-finding.

Kenneth Stanley
Kenneth Stanley is a Ph.D. Candidate in computer science at the University of Texas at Austin. He developed the NeuroEvolution of Augmenting Topologies (NEAT) method for evolving increasingly complex neural network controllers. NEAT is featured as a method for evolving video game character controllers in the book "AI Techniques for Game Programming," by Mat Buckland. Ken has also worked on real-time evolution that takes place during actual game play.

Paul Tozour
Paul Tozour has spent the last several years designing and developing a shared AI platform for Thief 3 and Deus Ex 2: Invisible War at Ion Storm Austin. Prior to that, he developed the combat AI systems for Microsoft's MechWarrior 4: Vengeance. Paul was also one of the founding members of Gas Powered Games and designed and programmed a real-time strategy game called WarBreeds for Broderbund/Red Orb Entertainment. He has also written numerous AI articles for the Game Programming Gems and AI Game Programming Wisdom series and is currently the AI section editor for Game Programming Gems 4.

Gordon Walton
Gordon Walton has been authoring games and managing game development since 1977. He currently serves as VP and Executive Producer for an unannounced product at Sony Online Entertainment. Prior to joining Sony Online Entertainment, Gordon was VP and Executive Producer of The Sims Online at Electronic Arts/Maxis, and before that he was VP online services for Origin Systems managing Ultima Online.

Ellen Wartella
Ellen Wartella, Ph.D., is the dean of the College of Communication at The University of Texas at Austin, the largest and most comprehensive communication college in the country. Under Dean Wartella's leadership, the College has become one of the most sought after UT Colleges among prospective students; the College's endowment has more than doubled; and College faculty, departments and programs have achieved national recognition for excellence.