J e f f    O r k i n
MIT Media Lab | Cognitive Machines

http://www.jorkin.com

         
 
Curriculum Vitae
Jeff Orkin
http://www.jorkin.com


PROFESSIONAL EXPERIENCE

MIT Media Lab, Cognitive Machines Group
Research Assistant, September 2005 to present.
Devloping A.I. characters that learn to communicate and collaborate by observing humans playing online multiplayer games.

Monolith Productions
Senior Software Engineer, May 2001 to July 2005.
Lead design and implementation of AI systems used for multiple real-time 3D PC and next generation console games. Responsible for agent architecture, navigation, locomotion, animation selection, sensory systems, goal-oriented behavior and planning. AI systems used in No One Lives Forever 2, TRON 2.0, F.E.A.R., and Condemned: Criminal Origins.

Sierra Entertainment
Lead Software Engineer, January 1999 to February 2001.
Lead team of five engineers developing unreleased 3D RPG. Designed and implemented compiled scripting language, skeletal animation system, and integrated game editing tools.

Software Engineer, November 1996 to December 1998.
Worked on team of five engineers developing 3D adventure/RPG for PC, King's Quest: Mask of Eternity. Responsibilities included AI, I/O, particle systems, animation, and scripting.

American Management Systems
Programmer/Analyst, July 1995 to August 1996
Worked on seven person team developing Windows-based client/server database application for the Department of the Interior.

U.S. Army Cold Regions Research & Engineering Laboratory
Computer Clerk, June to August, 1993 & 1994
Programmed library of graphics file format conversion routines in C and Unix shell on Sun Sparc Stations.

Tufts University
Teaching Assistant for C++ Data Structures, 1993 & 1994
Aided students with four large C++ programming projects per semester.


EDUCATION

Massachusetts Institute of Technology
PhD, MIT Media Laboratory, in progress (2011 expected graduation)
Masters of Science, MIT Media Laboratory, September 2007

University of Washington
Masters of Science in Computer Science, March 2003

Tufts University
Bachelors of Science in Computer Science, Studio Art minor, May 1995
Minor in Studio Art through joint program with the School of the Museum of Fine Arts, Boston


HONORS & AWARDS

  • Industrial Technology Research Institute of Taiwan (ITRI) Research Fellowship, 2007
  • AIGameDev.com #2 Most Influential A.I. Game ranking for F.E.A.R., 2007
  • Gamespot.com Best A.I. Award for F.E.A.R., 2005
  • Computer Games Magazine Best A.I. Award for No One Lives Forever 2, 2002
  • Multimedia World Magazine All-Star Award for the Celebrity Painter applet, 1996


COMPUTER & VIDEO GAME CREDITS

  • F.E.A.R., 2005, Monolith Productions / Vivendi Universal.
    -- Best A.I. (Gamespot), #2 Most Influential A.I. Game (AIGameDev), Best Shooter (Gamespot & IGN), Best Action Game (PC Gamer & E3 Game Critics)

  • Condemned: Criminal Origins, 2005, Monolith Productions / Sega
    -- XBox 360 Best Action Game (IGN)

  • TRON 2.0, 2003, Monolith Productions / Buena Vista Interactive
    -- PC Game of the Year (Play Magazine)

  • No One Lives Forever 2: A Spy in H.A.R.M.s Way, 2002, Monolith Productions / Sierra Entertainment
    -- Best A.I. (Computer Games), Game of the Year (Computer Games), PC Game of the Year (Gamespy)

  • Kings Quest: Mask of Eternity, 1998, Sierra Entertainment


COMMITTEES

  • Workshop on AI Planning for Computer Games and Synthetic Characters (ICAPS): Member of Program Committee since 2006.
  • AI for Interactive Digital Entertainment (AIIDE): Member of Program Committee since 2005.
  • Workshop on Reasoning, Representation, and Learning in Computer Games (IJCAI): Member of Program Committee in 2005.
  • AAAI Challenges in Game AI Workshop: Co-chair in 2004.
  • AI Interface Standards Committee: Member of Steering Committee and coordinator of Goal-Oriented Action Planning working group since 2002. Associated with the International Game Developers Association.


PUBLICATIONS

Orkin, J. and Roy, D. (2007), The Restaurant Game: Learning Social Behavior and Language from Thousands of Players Online, Journal of Game Development, 3(1), 39-60.

Orkin, J. (2007), Learning Plan Networks in Conversational Video Games, Masters Thesis, MIT Media Lab.

Orkin, J. (2006), Three States and a Plan: The AI of F.E.A.R., Game Developer's Conference Proceedings.

Orkin, J. (2005), "Agent Architecture Considerations for Real-Time Planning in Games," AIIDE Proceedings.

Orkin, J. (2004), "Symbolic Representation of Game World State: Toward Real-Time Planning in Games," AAAI Challenges in Game AI Workshop Technical Report.

Nareyek, A., Karlsson, B.F.F., Wilson, I., Chady, M., Mesdaghi, S., Axelrod, R., Porcino, N., Combs, N., El Rhalibi, A., Wetzel, B. & Orkin, J. (2004), "The 2004 Report of the IGDA's AI Interface Standards Committee," http://www.igda.org/ai/report-2004/report-2004.html.

Orkin, J. (2003), "Constraining Autonomous Character Behavior with Human Concepts," AI Game Programming Wisdom 2, Charles River Media.

Orkin, J. (2003), "Simple Techniques for Coordinated Behavior," AI Game Programming Wisdom 2, Charles River Media.

Orkin, J. (2003), "Applying Goal-Oriented Action Planning to Games," AI Game Programming Wisdom 2, Charles River Media.

Orkin, J. (2003), "Adding Error Reporting to Scripting Languages," AI Game Programming Wisdom 2, Charles River Media.

Orkin, J. (2002), "12 Tips from the Trenches," AI Game Programming Wisdom, Charles River Media.

Orkin, J. (2002), "A General Purpose Trigger System," AI Game Programming Wisdom, Charles River Media.

Orkin, J. (2002), "A Data-Driven Architecture for Animation Selection," AI Game Programming Wisdom, Charles River Media.

Orkin, J. (2002), "Realistic Character Behavior with Prioritized, Categorized Animation," AI Game Programming Wisdom, Charles River Media.


CONFERENCE PRESENTATIONS

  • GDC 2006: "Three States and a Plan: The A.I. of F.E.A.R."
  • AIIDE 2005: "Agent Architecture Considerations for Real-Time Planning in Games."
  • AAAI 2004 Challenges in Game A.I. Workshop: "Toward Real-Time Planning in Games."


INVITED TALKS

  • Monolith Productions, Kirkland, WA, Aug. 2008.
  • Interactive Robot Learning Workshop keynote, Robotics: Science and Systems, Zurich, Switzerland, June 2008.
  • Boston Digital Media Summit: Enabling the Age of Immersive Education, Boston College, Boston, MA, Jan. 2008.
  • Gearbox Software, Plano, TX, Dec. 2007.
  • Dallas IGDA, DeVry University, Plano, TX, Dec. 2007.
  • Immersive Education Day, Harvard University, Cambridge, MA, Dec. 2007.
  • Mad Doc Software, Andover, MA, Nov. 2006.
  • Boston Siggraph Summit: The Intersection of Digital Media and Supercomputing, Boston, MA, July 2006.
  • AI in Games Workshop, Digital Media Collaboratory, UT Austin, Austin, TX, Aug. 2003.


TEACHING

  • Guest Lecture for Kevin Dill's Game A.I. course, Harvard Extension School, Cambridge, MA, April 2008.
  • Guest Lecture for Bruce Blumberg's Game A.I. course, Harvard Extension School, Cambridge, MA, May 2006.
  • Guest Lecture for Ian Davis's Game A.I. course, Comparative Media Studies, MIT, Cambridge, MA, Nov. 2005.