Hi, I'm Richard. This is my box.
As a computer science undergrad, I was the AI developer for our senior capstone competition project. This involved building a game-playing AI for a specified (often little-known) abstract strategy game. Student projects compete against each other, and in a final round play a team of human testers who have spent much time learning the game.
After I graduated, I was recruited to be one of the testers, and have been a tester every year since 2013. Many years I have built engines for the testing team to practice against. I particularly like the Monte Carlo tree search algorithm, because it can often play strongly with little or no domain knowledge. This makes it useful when learning a game from scratch; the newly-built AI will often teach us a lot as it continually beats us!
Here are the engines I have built. Unfortunately, at the moment they require an external UI (developed by a fellow tester) for a good playing experience. I'm hoping to change that.
2012 Plato, for the game Gyges
Over the years I've devleoped a number of small games, mostly for game jams. I did a year-and-a-half of One Game A Month (which is sadly inactive now), and have also participated in a few Ludum Dares and one Global Game Jam.
Here are some of the games:
I also maintain a port of the classic Mac OS game, Maelstrom.
I wrote a simplistic Markov chain to generate lines for characters from Jurassic Park. The results aren't impressive, but they are occasionally amusing.