BACHELOR, BENJAMIN G.
**** * ******, *******, ** 60618
Phone: 734-***-****
E-mail: ***.********@*****.***
EMPLOYMENT HISTORY
AI and Gameplay Programmer
High Voltage Software
03.2009 - 08.2010
. Developed new tools to suit existing AI needs
o Condition-Action-Goal based planning system and tool, inspired
by Jeff Orkin's F.E.A.R. AI
o Visual state machine system and tool
o Pathfinding and navigation mesh system and placement tool
. Systems design and implementation with a focus on combat systems
. Trained multidisciplinary individuals and teams how to use new and
existing tools
. Worked in multidisciplinary teams to design and implement all enemy
and boss behaviors
. User Interface design and implementation
AI Game Programmer
BottleRocket Entertainment
01.2008 - 02.2009
. Developed and maintained AI and gameplay systems with a focus on enemy
behavior
. Created and updated components for designers to place in the world
. Significantly optimized the Goal Action System for AI planning
. Worked in small multidisciplinary teams to design and implement all
NPC and boss behaviors
. Optimized interactions between character, gameplay, physics and
animation systems
Software Engineer
Doheny Eye Institute
01.2007 - 09.2007
. Responsible for conceiving and developing new research projects
. Wrote a hybrid decision tree/neural net AI algorithm that analyzed OCT
images to diagnose eye diseases
Research Analyst
Altarum
01.2004 - 10.2005
. Responsible for conceiving and developing new research projects
. Synthetic Aperture Radar (SAR) signal processing research
o Developed a new higher-order, time-dependent Hidden Markov Model
o Developed a new wide angle polarimetric SAR data collection
system
o Developed an algorithm that can analyze SAR data to detect,
classify and build 3D models of targets found therein
Graduate Student Instructor (GSI)
University of California
09.2001 -12.2002
. Taught advanced programming techniques in Java
. Taught introductory linear algebra and Matlab
Research Assistant / Programmer
Quake Technologies Lab, University of Michigan
05.2000 - 09.2001
. Integrated SOAR, a rule-based AI language, with Unreal Tournament to
develop an efficient, networked game loop
. developed I/O architecture and PTP networking capabilities for SOAR
Undergraduate Student Instructor (uGSI)
University of Michigan
01.2000 - 4.2001
. Led lecture sections, wrote and graded exams and homework for first
(EECS 101) and third (EECS 280) semester computer science courses
EDUCATION
University of California San Diego, San Diego, California
Graduated 06.2003
M.A. - Applied mathematics
University of Michigan, Ann Arbor, Michigan
Graduated 04.2001
B.S. - Electrical engineering
B.S. - Computer engineering
SKILLS
(Expert:) C++, (Intermediate:) C, C#, Java, Matlab
Multithreaded, networked, real-time simulation coding
Windows and Linux
Visual Stuido, .NET, STL
Gamebryo, Infernal and Quantum game engines
INTERESTS
Video games
Zymurgy (hard cider and mead brewing)
Juggling
Board games
Titles I worked on
Conduit 2 (Wii)
The Grinder (XBOX360, PS3, PC)
Secret Saturdays: Beasts of the Fifth Sun (Wii, PSP, PS2)
Astroboy (Wii, PSP, PS2)
The Flash (PS3, XBOX360)
Splatterhouse (PS3, XBOX360)
Publications
John E. Laird, Mazin Assanie, Benjamin Bachelor, Nathan Benninghoff, Syed
Enam, Bradley Jones, Alex Kerfoot, Colin Lauver, Brian Magerko, Jeff
Sheiman, Devvan Stokes and Scott Wallace A Test Bed for Developing
Intelligent Synthetic Characters, AAAI Spring Symphosium 2002