Jason Brownlee
Hello and Welcome!
I'm a research scientist and software engineer. A writer of words and code.
I trained and worked as a Software Engineer for many years (e.g. enterprise, R&D, and scientific computing), but I'm known online for my work on Computational Intelligence (e.g. Clever Algorithms), Machine Learning and Deep Learning (e.g. Machine Learning Mastery, sold in 2021) and Python Concurrency (e.g. Super Fast Python).
Five things about me:
- I grew up on the Internet in the 90s, also Melbourne, Australia.
- I'm a programmer that explored a Masters and PhD in computational intelligence.
- Quake (1996 computer game) got me into programming and AI and has a soft spot in my heart.
- I read a lot, 200-300 books/year, mostly non-fiction.
- I've authored 40+ technical books and thousands of tutorials/essays.
Personal Blog: Consumption Exhaust (this is probably not for you)
Connect:
GitHub |
LinkedIn |
GoodReads |
Twitter (X) |
Medium |
Google Scholar |
Bluesky |
Mastodon |
Facebook
Contact: Jason.Brownlee05@gmail.com
Current:
Main focus, I guess.
Recent:
Personal projects and experiments.
Hobby:
I'm a hobby Quake archivist. I archive material related to Quake, the 1996 computer game by id Software.
One-off/ad hoc archives:
Older:
Older projects that had some impact:
- Mobile Game Engines (archived) Catalog and books about all mobile game engines (circa 2012-2013)
- Clever Algorithms (archived) Clever Algorithms: Nature-Inspired Programming Recipes book (circa 2011-2012)
- Never Read Passively (archived): Programmer blog (2008-2012).
- Daily AI Feed: Automated daily email newsletter on Artificial Intelligence articles (circa 2012-2015)
- ChessML: Archive of the Chess Kaggle Competition project, circa 2010.
- Github Contest: Github Recommender Contest Project Archive (circa 2009)
- mayhem(method) (archived): Start-up projects (circa 2008)
- Ph.D. Research: Archive of my Ph.D. Research (circa 2004-2008)
- Max Path: Archive of my Max Path Competition and Solution (circa 2004).
- Cellz: Cellz competition project archive (circa 2004).
- Soda Race with Genetic Algorithms Archived (circa 2003)
- WEKA Classification Algorithms (archived): LVQ, SOM, Neural Nets, AIRS, CLONALG, etc. (circa 2002-2007).
- Flocking in Java Archived (circa 2003)
- Ecosystem (Alife simulation in the computer game Quake2) Archived (circa 2003)
- Finite State Machines (FSM) for Quake (archived) Winning entry, AI Writing competition (2002)
- Human Debris (archived) Quake maps, mods, tutorials, programs (circa 2000-2001)
- Chopper Land (archived) Quake, Unreal Half-Life maps, mods, etc. (circa 1999-2000)
- Doom, doom2, duke3d, quake, unreal, quake2, etc. maps and mods lost for all time. (circa 1996-1999)