Benoit Chaperot

PhD Student, Computer Science, Video Games and Artificial Intelligence

Photo

Supervised by Prof Colin Fyfe since 06/2005

Email

benoit.chaperot at uws.ac.uk
b.chaperot at jstarlab.com

Qualifications

1998 MSc. Information Technology and Systems, University of Strathclyde
1997 B.Eng. 2.2 Mechanical Engineering, University of Strathclyde

Subjects

Computer Science, Video Games and Artificial Intelligence.

Interests

Video Games, Rigid Body Simulation, Optimisations, 3D engines, Motocrossing, Artificial Neural Networks, Genetic Algorithms.

CV

2008-Now Technical Director, Darkskyne, France
1999-2004 Senior Programmer, PC and Playstation 2, Darkworks, France
1998-1999 Playstation Programmer, Brian Lara Cricket Team, Codemasters, UK

Motocross The Force Project

Motocross The Force is a motocross game featuring terrain rendering and rigid body simulation applied on bikes and characters. The game has been developed and is still being developed in conjunction with Eric Breistroffer (2D and 3D artist).

The video below is an example of the game in action; in this video a motorbike controlled by an ANN is ridden along a long track. On this track, the ANN is presented with many different obstacles and situations. The ANN has been trained using the back propagation algorithm. The training data is the recording of the main author playing the game on many different tracks.

This particular ANN can perform as good or better than a good human player at riding the motorbike on this particular long track. Due to ANN generalisation property, this ANN is also able to ride the same motorbike on other tracks.

video with sound, 22MB (XVID codec)

Game official website


Motocross The Force AI SDK

At GDTW 2006, I presented a paper in which we explain changes made to the motocross game to allow other researchers to develop and experiment their own artificial intelligence techniques in the game. The game is split between an executable and AI DLL's.

The latest free version of the game for research (0.964R 21/01/2010)(21MB) and the corresponding AI SDK can (1MB) be found here and here.

An older version of the game (0.951) and its corresponding AI SDK can be found here and here.

Three good training sets: 1, 2 and 3 (to copy to the trainingset folder).

One good AI here (for track long, to copy to the AI folder).

Part of the source code is inspired by ai-junkie; some of the AI DLL projects make use of the LUA library for reading parameters from files, and the DirectX SDK for matrix and vector operations.

Feel free to contact me if you have any question or comment about the AI SDK.


Conference Papers

"Motocross And Artificial Neural Networks"
B. Chaperot, C.Fyfe , Game Design And Technology Workshop 2005, Liverpool, UK, November 2005
Paper Presentation

"Issues in the Physics of a Motocross Simulation"
B. Chaperot, C.Fyfe , Game-On 2005, Leicester, UK, November 2005
Paper Presentation

"Improving Artificial Intelligence in a Motocross Game"
B. Chaperot, C. Fyfe, IEEE Symposium on Computational Intelligence and Games, CIG06, USA, May 2006
Paper Presentation

"Creating an AI-Test Platform"
B. Chaperot, C.Fyfe , Game Design And Technology Workshop 2006, Liverpool, UK, November 2006
Paper Presentation

"Topographic Products of Experts applied to a Motocross Simulation and Simulation Stabilisation"
B. Chaperot, C.Fyfe , Game Design And Technology Workshop 2007, Liverpool, UK, November 2007
Paper Presentation


Journal Papers

"Advanced artificial intelligence techniques applied to a motocross game"
B. Chaperot, C. Fyfe, Paisley University Computing and Information Systems journal, May 2006
Paper


Poster Presentations

"Anomaly Detection in Magnetic Motion Capture using a 2-Layer SOM network"
Iain Miller, Stephen McGlinchey, B. Chaperot, IEEE Symposium on Computational Intelligence and Games, CIG06, USA, May 2006
Paper