Daniel Livingstone


Daniel Livingstone received a BSc (Hons) in Computer & Electronic Engineering from the University of Strathclyde in 1993, an MSc with Distinction in Computer Science (AI) from the University of Essex in 1995 and a PhD (modelling the evolution of human language and languages) from the University of Paisley in 2003. He currently lectures a range of classes related to computer game development, and his research interests range from AI and Artificial Life for computer games to the use of game technology in education. His current work is now focussing on the use of massively-multiplayer virtual worlds as learning platforms.

Publications

Blueprint for a Mashup: Corporate Education in Moodle, Sloodle and Second Life
Anna Peachey, Daniel Livingstone, Sarah Walshe. © 2011. 16 pages.
In 2005 the Centre for Professional Learning and Development at the Open University (OU) established a pioneering collaboration with Reuters (which in 2008 became Thomson...
Multi-User Virtual Environments for Learning Meet Learning Management
Daniel Livingstone, Jeremy Kemp, Edmund Edgar, Chris Surridge, Peter Bloomfield. © 2011. 18 pages.
Alongside the growth of interest in Games-Based Learning, there has been a notable explosion of interest in the use of 3D graphical multi-user virtual environments (MUVE) for...
Blueprint for a Mashup: Corporate Education in Moodle, Sloodle and Second Life
Anna Peachey, Daniel Livingstone, Sarah Walshe. © 2010. 16 pages.
In 2005 the Centre for Professional Learning and Development at the Open University (OU) established a pioneering collaboration with Reuters (which in 2008 became Thomson...
Virtual Worlds, Standards and Interoperability
Daniel Livingstone, Paul Hollins. © 2010. 15 pages.
It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of...
Multi-User Virtual Environments for Learning Meet Learning Management
Daniel Livingstone, Jeremy Kemp, Edmund Edgar, Chris Surridge, Peter Bloomfield. © 2009. 17 pages.
Alongside the growth of interest in Games-Based Learning, there has been a notable explosion of interest in the use of 3D graphical multi-user virtual environments (MUVE) for...
Biologically Inspired Artificial Intelligence for Computer Games
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 278 pages.
Computer games are often played by a human player against an artificial intelligence software entity. In order to truly respond in a human-like manner, the artificial...
Contemporary Video Game AI
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 11 pages.
This chapter provides a brief outline of the history of video game AI – and hence by extension an extremely brief outline of some of the key points in the history of video games...
An Introduction to Artificial Neural Networks
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 12 pages.
The design of the first computers were influenced by the power of the human brain and attempts to create artificial intelligence, yet modern day digital computers are very...
Supervised Learning with Artificial Neural Networks
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 17 pages.
In this chapter we will look at supervised learning in more detail, beginning with one of the simplest (and earliest) supervised neural learning algorithms – the Delta Rule. The...
Case Study: Supervised Neural Networks in Digital Games
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 7 pages.
In this short chapter we present a case study of the use of ANN in a video game type situation. The example is one of duelling robots, a problem which, as we will see, lends...
Unsupervised Learning in Artificial Neural Networks
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 43 pages.
With the artificial neural networks which we have met so far, we must have a training set on which we already have the answers to the questions which we are going to pose to the...
Fast Learning in Neural Networks
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 14 pages.
We noted in the previous chapters that, while the multilayer perceptron is capable of approximating any continuous function, it can suffer from excessively long training times....
Genetic Algorithms
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 16 pages.
The methods in this chapter were developed in response to the need for general purpose methods for solving complex optimisation problems. A classical problem addressed is the...
Beyond the GA: Extensions and Alternatives
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 18 pages.
The last two chapters introduced the standard GA, presented an example case study and explored some of the potential pitfalls in using evolutionary methods. This chapter focuses...
Evolving Solutions for Multiobjective Problems and Hierarchical AI
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 11 pages.
Multi-Objective Problems, MOP, are a class of problems for which different, competing, objectives are to be satisfied and for which there is generally no single best solution –...
Artificial Immune Systems
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 30 pages.
We now consider the problem of introducing more intelligence into the artificial intelligence’s responses in real-time strategy games (RTS). We discuss how the paradigm of...
Ant Colony Optimisation
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 22 pages.
Ants are truly amazing creatures. Most species of ant are virtually blind; some of which have no vision at all, yet despite this, they are able to explore and find their way...
Reinforcement Learning
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 25 pages.
Just as there are many different types of supervised and unsupervised learning, so there are many different types of reinforcement learning. Reinforcement learning is appropriate...
Adaptivity within Games
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 12 pages.
This book centres on biologically inspired machine learning algorithms for use in computer and video game technology. One of the important reasons for employing learning in...
Turing's Test and Believable AI
Darryl Charles, Colin Fyfe, Daniel Livingstone, Stephen McGlinchey. © 2008. 17 pages.
It is very evident that current progress in developing realistic and believable game AI lags behind that in developing realistic graphical and physical models. For example, in...