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

Curriculum Vitae

 INTRODUCTION
I am a PhD student in Professor Deb Roy's Cognitive Machines group at the MIT Media Lab. My research focuses on Artificial Intelligence for characters that learn to communicate and collaborate by observing humans playing online multiplayer games. Prior to enrolling at the Media Lab, I developed several generations of A.I. systems in the game industry. As a Senior Engineer at Monolith Productions, I focused on goal-oriented autonomous character behavior and planning, while developing A.I. systems for No One Lives Forever 2 and F.E.A.R.
 
 NEWS
08/09 - NOLF2, F.E.A.R., and The Restaurant Game appear in Expressive Processing.
07/09 - Invited talk at SARA 2009, Lake Arrowhead, CA.
05/09 - Presented a paper at AAMAS 2009, Budapest.
06/08 - Invited keynote at the Interactive Robot Learning workshop at RSS 2008, Zurich.
09/07 - AIGameDev.com rates F.E.A.R. the #2 Most Influential AI Game.
08/07 - NPR's Ira Flatow mentions The Restaurant Game on Science Friday.
03/06 - F.E.A.R. AI presentation at GDC 2006.
12/05 - F.E.A.R. wins Gamespot.com's 2005 Best AI award.
 
 RESEARCH
The Restaurant Game - collaborative authoring of social behavior.
Goal-Oriented Action Planning (GOAP) - real-time planning in games.
The AI Programmer's Bookshelf - a game AI programming book list.
 
 AFFILIATIONS
Cognitive Machines Group - MIT Media Lab
IEEE T-CIAIG - Associate Editor
AI Interface Standards Committee - Steering Committee & GOAP working group
Game/AI - Game AI blog
 
 PRESS
A Video Game Helps Artificial Intelligences Learn to Learn - Popular Science (July 30, 2009)
Games That Design Themselves - h+ Magazine (July 27, 2009)
How AI in Games Works: The Planning System - bit-tech.net (March 5, 2009)
Bots Get Smart - IEEE Spectrum (December 2008)
Intelligent Design: Where is AI going? (part 1 & part 5) - Three Speech (November 2008)
Turning Dumb Dialogue into Intelligent Conversation - The Guardian (October 30, 2008)
Toward More Human Video Game Characters - IEEE Intelligent Systems (July/August 2008)
One-to-One - SEED (The Design Issue, April 2008)
Game Designers Test the Limits of Artificial Intelligence - The Boston Globe (June 17, 2007)
Once More with Feeling - New Scientist (March 24, 2007)
Dossier Intelligence Artificielle - Joystick (December 2005)
Redfining the Power of the Gamer - The New York Times (June 7, 2005)
Super Shooters: Real Enemy AI - PC Gamer (November 2002)
Hot Shareware - Multimedia World (June 1996)
 
 PRESENTATIONS
Three States and a Plan: The AI of F.E.A.R. - GDC 2006
Agent Architecture Considerations for Real-Time Planning in Games - AIIDE 2005
Toward Real-Time Planning in Games - AAAI Game AI Workshop 2004
Applying Blackboard Systems to FPS - UT Austin, Digital Media Collaboratory 2003
 
 PUBLICATIONS
Orkin & Roy (2009), Automatic Learning and Generation of Social Behavior from Collective Human Gameplay. Proceedings of the 8th International Conference on Autonomous Agents and Multiagent Systems (AAMAS).

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

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

Orkin (2005), Agent Architecture Considerations for Real-Time Planning in Games. Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE).

Orkin (2004), Symbolic Representation of Game World State: Toward Real-Time Planning in Games. Proceedings of the AAAI Workshop on Challenges in Game AI.
 
 GAME CREDITS
F.E.A.R. (X360/PS3/PC) - Monolith Productions/VU Games, 2005
Condemned: Criminal Origins (X360/PC) - Monolith Productions/Sega, 2005
Tron 2.0 (PC) - Monolith Productions/Buena Vista, 2003
No One Lives Forever 2 (PC) - Monolith Productions/Sierra, 2002
King's Quest: Mask of Eternity (PC) - Sierra, 1998
MobyGames gameography
 
 APPLETS
LivingLinks (1996)
CelebrityPainter (1996)