Paul Wagner

Most of my projects revolve around machine learning research and reinforcement learning, video games and virtual worlds, and physics simulation. My academic work focuses mainly on machine learning and optimal control, especially reinforcement learning (approximate dynamic programming) in continuous domains.

I have written several thoroughly documented libraries with clean APIs for other team members to use, including scientific libraries and game engine type of frameworks. The Reinforcement Learning Components for Control toolbox (newer and more relevant) and the Independent Variable Group Analysis toolbox serve as examples of scientific libraries I've written, and the Lifespace Simulator together with The Incredible Environment as examples of game engine frameworks.

In the context of game engines, I have been working primarily with Unreal Engine 4 since it became open in 2014. Some of that work can be seen in the lifelike virtual characters theme on my projects page and some on the Collaborations page. My most recent Unreal Engine work is related to a new company in which I am a co-founder; this work is still undisclosed (more information available on request).

For my academic work, please see the Publications page.

Lifelike virtual characters:   This project focuses on physics-based motion synthesis in the context of video games, with the inclusion of guidance techniques like programming by demonstration.

See the lifelike virtual characters theme on my projects page for details.

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Reinforcement learning theory:   I have also conducted theoretical research on the learning dynamics behind reinforcement learning and approximate dynamic programming, with the main focus on the policy oscillation phenomenon.

A full list of my academic publications can be found on the Publications page.

Physics simulation and VR:   I have also interest in physics simulation in the context of video games and virtual reality applications. I have used Open Dynamics Engine directly during several projects. Currently, I am using PhysX as a part of Unreal Engine 4.

More information can be found under the physics simulation & VR theme on my projects page.

Video games:   Video games, real-time 3D graphics and high-performance low-level programming have always been close to my heart. I have used C++ and plain OpenGL during several projects, in addition to writing my own lightweight 3D engine using Scheme (see the image on left).

More information can be found on the Projects page.