About
Currently I'm working as a Machine Learning Scientist for AiLive Inc. (Mountain View, CA) where our super-cool work putting machine learning to work into computer games drives and realizes the visions of some of the largest entertainment companies in the world. Our big products include:
- the MotionPlus, which has delivered the motion controlled gaming vision to Nintendo. The MotionPlus turned into one of the biggest consumer electronics items of 2009, and led to some the fastest and bestselling game titles (ever, and on any platform);
- LiveMove, which learns to recognize motions made with the Wii Remote Controller (or any motion sensitive device). LiveMove is the enabling technology for game developers working with motion controllers. As well as determining what type of motion is being performed, LiveMove can also track the position and orientation of the controllers, allows a players hand motions to mapped 1:1 to what goes on in-game; and
- LiveAI, which learns how to imitate a game player's in-game by watching how players control them in-game. LiveAI is the most advanced and entertaining AI product anywhere.
LiveMove and LiveAI, both learn in real-time -- you can see results after a few seconds. Both work in-game (within the limitations of a games console) and as developer tools.
Projects
(2008-2009) LiveMove 2 and MotionPlus. AiLive designed the hardware and software drivers for the Wii MotionPlus. LiveMove 2 provides 6D (position and orientation) tracking and superior gesture recognition of the Wii Remote when the MotionPlus is attached. Its the technology behind Wii Sports Resort (which outsold all other games on all other platforms during its launch), and Tiger Woods 10 (#1 in US, #8 worldwide.)
Motion Plus News:
- [31 Jul 09] Wii Sports Resort tops worldwide charts.
- [27 Jul 09] Wii Sports Resort debuts UK charts at number one spot (all platforms).
- [4 Jul 09] Wii Sports Resort ranks number 4 worldwide (all platforms) and number 3 (Wii).
- [3 Jul 09] More than 600,000 Wii MotionPlus units sold in Japan in first week.
- [2 Jul 09] Wii Sports Resort, the flagship title that our MotionPlus made possible, sells over 360,000 copies in Japan in the first week, outselling all other games on all platforms. [2]
- [23 Jun 09] Wii Sports Resort Preview: Motion Game Of The Year?
- [13 Jun 09] First MotionPlus enabled US release, Tiger Woods PGA Tour 10, takes number one spot in US Wii charts, number three bestseller over all platforms (US), and number eight worldwide.
(2007) LiveMove Pro, AiLive. LiveMove, better, faster, synchronizes player motion to game animation. LiveMove was recently used to drive the controls for We Cheer 1&2 -- probably the most advanced use of motion control on the Wii.
(2006) LiveMove, AiLive. LiveMove is gesture capture for games. LiveMove recognizes any arbitrary player motions made with a motion sensitive device (such as the Wii Remote). The system is configured by providing examples of the types of motions you want to recognize. An association from controller data to motion type is learned.
(2003-Current) LiveCombat/LiveAI, AiLive. LiveCombat is behavior capture for games. You play the game and it builds a statistical model of your play in real-time (no lag). Develop NPC players in seconds. Play to train sidekicks.
(2001-2002) Pensor, Mindlathe. AI software development kit for the games industry. API for behavior achitectures, steering, planning, path finding, scripting, multithreading. Support for anytime algorithms.
Publications
Patents
Various granted and pending.
Reviewed
- Stuart I. Reynolds, Reinforcement Learning with Exploration. PhD
Thesis, Technical Report, School of Computer Science, The
University of Birmingham. December 2002. [pdf] [Abstract]
- Stuart I. Reynolds, The Stability of General Discounted Reinforcement Learning with Linear Function Approximation, In Proceedings of the UK Workshop on Computational Intelligence (UKCI-02) Birmingham, UK, September 2002. Pages 139--146. ISBN: 0704423685. [pdf] [slides]
- Stuart I. Reynolds, The Curse of Optimism, Proceedings of the Fifth European Workshop on Reinforcement Learning, Utrecht, The Netherlands, October 5-6, 2001. [pdf]
- Stuart I. Reynolds, Experience Stack Reinforcement Learning: An Online Forward lambda-Return Method, Proceedings of the Fifth European Workshop on Reinforcement Learning, Utrecht, The Netherlands, October 5-6, 2001. [pdf]
- Stuart I. Reynolds, Optimistic Initial Q-values and the max Operator, In Proceedings of the UK Workshop on Computational Intelligence (UKCI-01) Edinburgh, UK, September 2001. [pdf] [slides]
- Stuart I. Reynolds, Adaptive Representation Methods for Reinforcement Learning,
Advances in Artificial Intelligence, (14th Biennial Conference of the
Canadian Society for Computational Studies of Intelligence (AI-2001),
Ottawa, Canada, June 2001, Proceedings). Lecture Notes in Artificial
Intelligence Series (LNAI 2056), Springer Verlag. (pp. 345-348) [pdf]
- Stuart I. Reynolds, Decision Boundary Partitioning: Variable Resolution Model-Free Reinforcement Learning,
Proceedings of the 17th International Conference on Machine Learning, 2000, Morgan Kaufmann. (ICML-2000), pp. 783--790. [pdf]
An earlier version of this paper is available as a technical report.
Technical Reports
- Tim Kovacs and Stuart I. Reynolds, Population Based Reinforcement Learning. Technical Report CSTR-03-001, Department of Computer Science, University of Bristol, Bristol, UK. January 2003. [pdf]
- Stuart I. Reynolds and Marco A. Wiering, Fast Q(lambda) Revisited. Technical Report CSRP-02-02, School of Computer Science, The University of Birmingham, Birmingham, B15 2TT, UK. May 2002. (18 pages) [pdf] [black and white pdf]
- Stuart I. Reynolds, Experience Stack Reinforcement Learning for Off-Policy Control. Technical Report CSRP-02-1, School of Computer Science, The University of Birmingham, Birmingham, B15 2TT, UK. January 2002. (37 pages) [pdf] [black and white pdf]
- Stuart I. Reynolds, A Description of State Dynamics and Experiment Parameters for the Hoverbeam Task, School of Computer Science, The University of Birmingham, April 2000 (4 pages). (addendum to ICML-2000 paper) [pdf]
- Stuart I. Reynolds, Decision Boundary Partitioning: Variable Resolution Model-Free Reinforcement Learning,
Technical Report CSRP-99-15, School of Computer Science, The University
of Birmingham, Birmingham, B15 2TT, UK. July 1999. (A revised version
of this paper appeared in ICML-2000/ICML-2k). [pdf]
- Stuart Reynolds, A Spatial Skills Tool, Computer Science/Software Engineering BSc Dissertation, School of Computer Science, The University of Birmingham, April 1997 (125 Pages).
Talks, Professional Activities
- GDC 09
- NVISION 08
- Nintendo Wii Day 08
- EWRL-5
- EWRL-4
- AI'2002
- UKCI-02
- UKCI-01
- ICML-2K
Reviewer / Program Committee Member:
- IEEE ADPRL Symposium (2007), ETRI Journal (2006), Machine Learning Journal (1999 2005), IJCAI (2003)
Conference Organizer:
- U.K. Workshop on Computational Intelligence, 2002 (UKCI-02)
- International Game Developers Association (IDGA)
- AI Game Programmer's Guild (AIGPG)
Contact Information
| AiLive Inc. 1200 Villa St Mountain View, CA 94041 USA |
stu@stureynolds.com |
Technologies
Machine learning, imitation learning, statistical modelling, artificial intelligence, reinforcement learning, gesture recognition, pattern recognition, computer games.





