• Economic modeling, Political Economy (agent-based macroeconomic models, theory of economic value)
  • Applications of Machine Learning to interactive entertainment (motion recognition for the Wii Remote, real-time behavior capture)
  • Artificial Intelligence methods for computer games
  • Cognitive modeling

New Book

(2009) Classical Econophysics. Routledge Advances in Experimental and Computable Economics. By Cottrell, Cockshott, Michaelson, Wright, Yakovenko. Routledge. Publishers Page.

Political Economy

Published papers

Wright, I. (2009) Implicit microfoundations for macroeconomics. Economics: The Open-Access, Open-Assessment E-Journal, Special Issue, "Reconstructing Macroeconomics" edited by Masanao Aoki and Hiroshi Yoshikawa, Vol. 3, 2009-19. http://www.economics-ejournal.org/economics/journalarticles/2009-19

Wright, I. (2009) On nonstandard labour values, Marx's transformation problem and Ricardo's problem of an invariable measure of value. Boletim de Ciências Económicas LII, Universidade de Coimbra. PDF

Wright, I. (2008) The emergence of the law of value in a dynamic simple commodity economy. Review of Political Economy, Vol. 20, No. 3, pages 367--391. Preprint: PDF (Please note that the ROPE article is the definitive version).

Wright, I. (after work by A. A. Dragulescu, V. M. Yakovenko and Justin Chen) (2007) Statistical mechanics of money, from The Wolfram Demonstrations Project.

Wright, I. (2005) The social architecture of capitalism. Physica A: Statistical Mechanics and its Applications, 346, pp. 589-622. Preprint: PDFPS (Please note the Physica-A article is the definitive version).
   - (2008) A video lecture by Lin Lin, of the University of Kiel, on her modifications and extensions to this model.

Wright, I. (2005) The duration of recessions follows an exponential not a power law. Physica A: Statistical Mechanics and its Applications, 345, 3-4, pp. 608-610.

Wright, I. (2004) A conjecture on the distribution of firm profit. Economía: Teoría y P´ráctica, 20. PDF

Working papers

Wright, I. (2006) Prices of production are proportional to real-costs. Open Discussion Papers in Economics, no. 59. Milton Keynes: The Open University. PDF

Events

(July 2008) A conference I helped to organize on Probabilistic Political Economy in Kingston, UK. Some photos from the conference.

AI and Computer Entertainment

www.ailive.net

(2008-2009) LiveMove 2 and the Wii Motion Plus. We collaborated with Nintendo to design the Wii Motion Plus attachment and developed the LiveMove 2 tracking and recognition software that goes with it.

(2007) LiveMove Pro developed with colleagues at AiLive Inc. More natural control, faster recognition and closer synchronization with the player's physical movement.

(2006) LiveMove - Motion Recognition for Games developed with colleagues at AiLive Inc. LiveMove recognizes arbitrary movements on the Wii Remote in real time.

(2001-2006) LiveCombat - Behavior Capture for Games developed with colleagues at AiLive Inc. LiveCombat can learn statistical models of human gameplay in seconds.

Wright, I. (2004) Strategies for solving the N-goal problem. International Journal of Intelligent Games and Simulation, Vol 3, No 2, 106—118. PDF .

Wright, I. & Marshall, J. (2003) The execution kernel of RC++: RETE*, a faster RETE with TREAT as a special case. International Journal of Intelligent Games and Simulation, Vol 2, No 1, 36—48. PDF .

Wright, I. & Marshall, J. (2000) Egocentric AI processing for computer entertainment: a real-time process manager for games. Proceedings of the First International Conference on Intelligent Games and Simulation (GAME-ON 2000). November 11-12 2000, London. Winner of Best Paper award. PDF .

Wright, I. & Marshall. J. (2000) RC++: a rule-based language for game AI. Proceedings of the First International Conference on Intelligent Games and Simulation (GAME-ON 2000). November 11-12 2000, London. PDF

Wright, I. & Marshall, J. (2000) More AI in less processor time: `Egocentric' AI. Gamasutra. June 2000. Link

Philosophy of Mind

Wright, I., Sloman, A. & Beaudoin, L. P. (1996) Towards a design-based analysis of emotional episodes. Philosophy Psychiatry Psychology, 3, pp. 101-126. Reprinted in “Artificial Intelligence: Critical Concepts in Cognitive Science”, Vol 4, Routledge, 2000. PS .

Wright, I. (2000) The society of mind requires an economy of mind. Proceedings of the AISB '00 Symposium on Starting from Society – the Application of Social Analogies to Computational Systems, Birmingham, UK:AISB, 113-124. PDF .

Wright, I. (1996) Reinforcement learning and animat emotions. From Animals to Animats 4: Proceedings of the Fourth International Conference on Simulation of Adaptive Behavior, Cambridge, MA: The MIT Press/Bradford Books. PDF

Sloman, A., Beaudoin, L. P. & Wright, I. (1994) Computational modelling of motive-management processes. In Frijda, N. (Ed.) Proceedings of the VIIIth Conference of the International Society for Research on Emotions, pp. 344—348. ISRE Publications, Storrs, USA. PDF

Wright, I. (1997) Emotional Agents. PhD Thesis, School of Computer Science, University of Birmingham, UK PDF.

Wright, I. & Sloman, A. (1996) MINDER1: An implementation of a protoemotional agent architecture. Technical Report Technical Report CSRP-97-1, School of Computer Science, University of Birmingham. Link

Wright, I. (1996) Design requirements for a computational libidinal economy. Technical Report CSRP-96-11, School of Computer Science, University of Birmingham. Link

Computer games

Wright, I. (1985) Kai Temple. Firebird Software, Arcade Beat-em-up, ZX Spectrum 48k. Screenshot. Play online (requires Java browser). Emulator Image and instructions. See entry on Kai Temple in the Bird Sanctuary (click on "memories" for a brief description on its genesis).

Wright, I. (1986) Kings Keep. Firebird Software, Arcade Adventure game, ZX Spectrum 48k. Screenshot. Play online (requires Java browser). Emulator Image and instructions.Spoiler: someone in the Czech Republic created a map for my game. See entry on King's Keep in the Bird Sanctuary (click on "memories" for a brief description of its genesis).

SCEE (1999) I was a member of the team that developed the BAFTA-nominated This Is Football for PlayStation 1. (Fast-forward to about 1.50 for in-game footage).

(I started a blog and then I stopped ...) 

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