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Matthew McNaughton

dblp:06/5353 · DBLP profile ↗
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9ranked-venue papers
6as first author
0since 2021 · last 2011
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 4 first-authorSystems, architecture and hardware · 4 · 4 first-authorSoftware engineering, systems software and programming languages · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
Motion planning and robot control · 100%
Software engineering, system software, and programming languages
2 papers
Requirements engineering and software design · 57% Program synthesis and code generation · 43%
Human-computer interaction and pervasive computing
3 papers
Games and playful interaction · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control
motion planning
0.112011
Motion planning for autonomous driving with a conformal spatiotemporal lattice · ICRA 2011
Robotics › Motion planning and robot control
trajectory planning
0.112011
Motion planning for autonomous driving with a conformal spatiotemporal lattice · ICRA 2011
Requirements engineering and software design
design patterns
0.112006
Evaluating pattern catalogs: the computer games experience · ICSE 2006
Games and playful interaction › digital gaming
computer games
0.012006
Evaluating pattern catalogs: the computer games experience · ICSE 2006

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

state lattice search · 0.1GPU acceleration · 0.1metrics · 0.1case study · 0.1generative design patterns · 0.1generative programming · 0.0
YearPublicationVenuePosition
2011 Motion planning for autonomous driving with a conformal spatiotemporal lattice
abstract
We present a motion planner for autonomous highway driving that adapts the state lattice framework pioneered for planetary rover navigation to the structured environment of public roadways. The main contribution of this paper is a search space representation that allows the search algorithm to systematically and efficiently explore both spatial and temporal dimensions in real time. This allows the low-level trajectory planner to assume greater responsibility in planning to follow a leading vehicle, perform lane changes, and merge between other vehicles. We show that our algorithm can readily be accelerated on a GPU, and demonstrate it on an autonomous passenger vehicle.
Matthew McNaughton, Chris Urmson, John M. Dolan, Jin-Woo Lee 0003
ICRA1
2009 FAHR: Focused A* Heuristic Recomputation
abstract
In this paper we introduce focused A* heuristic recomputation (FAHR), an enhancement to A* search that can detect and correct large discrepancies between the heuristic cost-to-go estimate and the true cost function. In situations where these large discrepancies exist, the search may expend significant effort escaping from the ¿bowl¿ of a local minimum. A* typically computes supporting data structures for the heuristic once, prior to initiating the search. FAHR directs the search out of the bowl by recomputing parts of the heuristic function opportunistically as the search space is explored. FAHR may be used when the heuristic function is in the form of a pattern database. We demonstrate the effectiveness of the algorithm through experiments on a ground vehicle path planning simulation.
Matthew McNaughton, Chris Urmson
IROS1
2007 CASTRO: robust nonlinear trajectory optimization using multiple models
abstract
In this paper we present CASTRO, a new approach for achieving robust planned trajectories for nonlinear systems in the presence of modelling uncertainty. With CASTRO, we simultaneously optimize trajectories for multiple copies of the same system model, each using different estimates for the system parameters. The systems are constrained to use the same policy. With an appropriate sampling of system parameters in the optimization problem, the trajectory will be robust when run on the real system, compared to a trajectory optimized with just one model. We present results on a simulated double-link pendulum swing-up problem.
Matthew McNaughton
IROS1
2007 ScriptEase: A generative/adaptive programming paradigm for game scripting
Maria Cutumisu, Curtis Onuczko, Matthew McNaughton, Thomas Roy, Jonathan Schaeffer 0001, Allan Schumacher, Jeff Siegel, Duane Szafron, Kevin Waugh, Mike Carbonaro, Harvey Duff, Stephanie Gillis
Sci. Comput. Program.3
2006 Evaluating pattern catalogs: the computer games experience
abstract
Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.
Maria Cutumisu, Curtis Onuczko, Duane Szafron, Jonathan Schaeffer 0001, Matthew McNaughton, Thomas Roy, Jeff Siegel, Mike Carbonaro
ICSE5
2005 Interactive Story Writing in the Classroom: Using Computer Games
Jonathan Schaeffer 0001, Mike Carbonaro, Duane Szafron, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Stephanie Gillis, Sabrina Kratchmer
DiGRA Conference5
2005 Broker: an interprocess communication solution for multi-robot systems
abstract
We describe in this paper a novel implementation of the interprocess communication (IPC) technology, called Broker, in support of the development and the operation of a complex robot system. We view each robot system as a collection of processes that need to exchange information, e.g. motion commands and sensory data, in a flexible and convenient fashion, without affecting each other's operations in case of a process's scheduled termination or unexpected failure. We argue that the IPC technology provides an ideal framework for this purpose, and we carefully make our design decisions about its implementation based on the needs of robotics applications. Broker is programming language, operating system, and hardware platform independent and has served us well in a RoboCup project and collective robotics experiments, in both simulation and real-world environments.
Matthew McNaughton, Sean Verret, Andrzej Zadorozny, Hong Zhang 0013
IROS1
2004 ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Matthew McNaughton, Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, James Redford, Dominique Parker
ASE1
2004 ScriptEase: Generating Scripting Code for Computer Role-Playing Games
Matthew McNaughton, Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, James Redford, Dominique Parker
ASE1