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Richard P. Mann

dblp:155/2289 · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0003-0701-1274ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging computing · 3 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 2Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Optimization for machine learning · 33% Reinforcement learning · 33% Probabilistic and Bayesian machine learning · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › bandit › pure-exploration bandit
active search
0.112012
Bayesian Optimal Active Search and Surveying · ICML 2012
Machine learning › Probabilistic and Bayesian machine learning › experimental design
bayesian experimental design
0.112012
Bayesian Optimal Active Search and Surveying · ICML 2012
Machine learning › Optimization for machine learning › model-based optimization
bayesian optimization
0.112012
Bayesian Optimal Active Search and Surveying · ICML 2012

Methods — techniques the papers use, named apart from their topics

bayesian decision theory · 0.1
YearPublicationVenuePosition
2021 Evolution of heterogeneous perceptual limits and indifference in competitive foraging
abstract
The collective behaviour of animal and human groups emerges from the individual decisions and actions of their constituent members. Recent research has revealed many ways in which the behaviour of groups can be influenced by differences amongst their constituent individuals. The existence of individual differences that have implications for collective behaviour raises important questions. How are these differences generated and maintained? Are individual differences driven by exogenous factors, or are they a response to the social dilemmas these groups face? Here I consider the classic case of patch selection by foraging agents under conditions of social competition. I introduce a multilevel model wherein the perceptual sensitivities of agents evolve in response to their foraging success or failure over repeated patch selections. This model reveals a bifurcation in the population, creating a class of agents with no perceptual sensitivity. These agents exploit the social environment to avoid the costs of accurate perception, relying on other agents to make fitness rewards insensitive to the choice of foraging patch. This provides a individual-based evolutionary basis for models incorporating perceptual limits that have been proposed to explain observed deviations from the Ideal Free Distribution (IFD) in empirical studies, while showing that the common assumption in such models that agents share identical sensory limits is likely false. Further analysis of the model shows how agents develop perceptual strategic niches in response to environmental variability. The emergence of agents insensitive to reward differences also has implications for societal resource allocation problems, including the use of financial and prediction markets as mechanisms for aggregating collective wisdom.
Richard P. Mann
PLoS Comput. Biol.1
2015 Statistical Analysis of Player Behavior in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001
FDG5
2015 HeapCraft: Understanding and Improving Player Collaboration in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001
FDG5
2015 HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in Minecraft
abstract
We present HeapCraft: an open-source suite of interactive data exploration and visualization tools that allows researchers, server administrators and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways. Measures that we use to quantify and visualize player behavior and collaboration have been derived from a large data set containing 3451 player-hours from 908 players and 43 different servers. HeapCraft has been demonstrated on a variety of tasks including player behavior classification, as well as quantifying and improving collaboration of players on Minecraft servers. HeapCraft is freely available and serves to democratize game analytics for the Minecraft community at large.
Stephan Müller 0002, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Robert W. Sumner, Markus Gross 0001
MIG6
2014 Symmetry Restoring Bifurcation in Collective Decision-Making
abstract
How social groups and organisms decide between alternative feeding sites or shelters has been extensively studied both experimentally and theoretically. One key result is the existence of a symmetry-breaking bifurcation at a critical system size, where there is a switch from evenly distributed exploitation of all options to a focussed exploitation of just one. Here we present a decision-making model in which symmetry-breaking is followed by a symmetry restoring bifurcation, whereby very large systems return to an even distribution of exploitation amongst options. The model assumes local positive feedback, coupled with a negative feedback regulating the flow toward the feeding sites. We show that the model is consistent with three different strains of the slime mold Physarum polycephalum, choosing between two feeding sites. We argue that this combination of feedbacks could allow collective foraging organisms to react flexibly in a dynamic environment.
Natalia Zabzina, Audrey Dussutour, Richard P. Mann, David J. T. Sumpter, Stamatios C. Nicolis
PLoS Comput. Biol.3
2013 Multi-scale Inference of Interaction Rules in Animal Groups Using Bayesian Model Selection
abstract
Inference of interaction rules of animals moving in groups usually relies on an analysis of large scale system behaviour. Models are tuned through repeated simulation until they match the observed behaviour. More recent work has used the fine scale motions of animals to validate and fit the rules of interaction of animals in groups. Here, we use a Bayesian methodology to compare a variety of models to the collective motion of glass prawns (Paratya australiensis). We show that these exhibit a stereotypical 'phase transition', whereby an increase in density leads to the onset of collective motion in one direction. We fit models to this data, which range from: a mean-field model where all prawns interact globally; to a spatial Markovian model where prawns are self-propelled particles influenced only by the current positions and directions of their neighbours; up to non-Markovian models where prawns have 'memory' of previous interactions, integrating their experiences over time when deciding to change behaviour. We show that the mean-field model fits the large scale behaviour of the system, but does not capture the observed locality of interactions. Traditional self-propelled particle models fail to capture the fine scale dynamics of the system. The most sophisticated model, the non-Markovian model, provides a good match to the data at both the fine scale and in terms of reproducing global dynamics, while maintaining a biologically plausible perceptual range. We conclude that prawns' movements are influenced by not just the current direction of nearby conspecifics, but also those encountered in the recent past. Given the simplicity of prawns as a study system our research suggests that self-propelled particle models of collective motion should, if they are to be realistic at multiple biological scales, include memory of previous interactions and other non-Markovian effects.
Richard P. Mann, Andrea Perna, Daniel Strömbom, Roman Garnett, James E. Herbert-Read, David J. T. Sumpter, Ashley J. W. Ward
PLoS Comput. Biol.1
2012 Bayesian Optimal Active Search and Surveying
Roman Garnett, Yamuna Krishnamurthy, Xuehan Xiong, Jeff G. Schneider, Richard P. Mann
ICML5