20,740 research outputs found
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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Towards Informed Exploration for Deep Reinforcement Learning
In this thesis, we discuss various techniques for improving exploration for deep reinforcement learning. We begin with a brief review of reinforcement learning (RL) and the fundamental v.s. exploitation trade-off. Then we review how deep RL has improved upon classical and summarize six categories of the latest exploration methods for deep RL, in the order increasing usage of prior information. We then explore representative works in three categories discuss their strengths and weaknesses. The first category, represented by Soft Q-learning, uses regularization to encourage exploration. The second category, represented by count-based via hashing, maps states to hash codes for counting and assigns higher exploration to less-encountered states. The third category utilizes hierarchy and is represented by modular architecture for RL agents to play StarCraft II. Finally, we conclude that exploration by prior knowledge is a promising research direction and suggest topics of potentially impact
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds.
We seek to create agents that both act and communicate with other agents in pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019)—a large-scale crowd-sourced fantasy text-game—with a dataset of quests. These contain natural language motivations paired with in-game goals and human demonstrations; completing a quest might require dialogue or actions (or both). We introduce a reinforcement learning system that (1) incorporates large-scale language modeling-based and commonsense reasoning-based pre-training to imbue the agent with relevant priors; and (2) leverages a factorized action space of action commands and dialogue, balancing between the two. We conduct zero-shot evaluations using held-out human expert demonstrations, showing that our agents are able to act consistently and talk naturally with respect to their motivations
Online Learning in Iterated Prisoner's Dilemma to Mimic Human Behavior
Prisoner's Dilemma mainly treat the choice to cooperate or defect as an
atomic action. We propose to study online learning algorithm behavior in the
Iterated Prisoner's Dilemma (IPD) game, where we explored the full spectrum of
reinforcement learning agents: multi-armed bandits, contextual bandits and
reinforcement learning. We have evaluate them based on a tournament of iterated
prisoner's dilemma where multiple agents can compete in a sequential fashion.
This allows us to analyze the dynamics of policies learned by multiple
self-interested independent reward-driven agents, and also allows us study the
capacity of these algorithms to fit the human behaviors. Results suggest that
considering the current situation to make decision is the worst in this kind of
social dilemma game. Multiples discoveries on online learning behaviors and
clinical validations are stated.Comment: To the best of our knowledge, this is the first attempt to explore
the full spectrum of reinforcement learning agents (multi-armed bandits,
contextual bandits and reinforcement learning) in the sequential social
dilemma. This mental variants section supersedes and extends our work
arXiv:1706.02897 (MAB), arXiv:2005.04544 (CB) and arXiv:1906.11286 (RL) into
the multi-agent settin
3D Sensing Character Simulation using Game Engine Physics
Creating visual 3D sensing characters that interact with AI peers and the virtual envi-
ronment can be a difficult task for those with less experience in using learning algorithms
or creating visual environments to execute an agent-based simulation.
In this thesis, the use of game engines was studied as a tool to create and execute vi-
sual simulations with 3D sensing characters, and train game ready bots. The idea was to
make use of the game engine’s available tools to create highly visual simulations without
requiring much knowledge in modeling or animation, as well as integrating exterior agent
simulation libraries to create sensing characters without needing expertise in learning
algorithms. These sensing characters, were be 3D humanoid characters that can perform
the basic functions of a game character such as moving, jumping, and interacting, but
also have simulated different senses in them. The senses that these characters can have
include: touch using collision detection, vision using ray casts, directional sound, smell,
and other imaginable senses. These senses are obtained using different game develop-
ment techniques available in the game engine and can be used as input for the learning
algorithm to help the character learn. This allows the simulation of agents using off-the-
shelf algorithms and using the game engine’s motor for the visualizations of these agents.
We explored the use of these tools to create visual bots for games, and teach them how
to play the game until they reach a level where they can serve as adversaries for real-life
players in interactive games.
This solution was tested using both reinforcement learning and imitation learning
algorithms in an attempt to compare how efficient both learning methods can be when
used to teach sensing game bots in different game scenarios. These scenarios varied in
both objective and environment complexity as well as the number of bots to access how
each solution behaves in different scenarios. In this document is presented a related work
on the agent simulation and game engine areas, followed by a more detailed solution and
its implementation ending with practical tests and its results.Criar visualizações de personagens 3D com sentidos que interagem com colegas de
IA e com o ambiente virtual pode ser uma tarefa difÃcil para programadores com menos
experiência no uso de algoritmos de aprendizagem automática ou na criação de ambientes
visuais para executar simulações baseadas em agentes.
Nesta tese foi estudado o uso de motores de jogos como ferramenta para criar e execu-
tar simulações visuais com personagens 3D, e treinar bots para jogos. A ideia foi usar as
ferramentas disponÃveis do motor de jogos para criar simulações visuais sem exigir muito
conhecimento em modelação ou animação, para além de integrar bibliotecas de simulação
de agentes externas para criar personagens com sentidos sem precisar de conhecimentos
em algoritmos de aprendizagem automática. Estas personagens 3D são humanoides que
podem desempenhar as funções básicas de uma personagem de um jogo como mover,
saltar e interagir, mas também terão simulados neles diferentes sentidos. Os sentidos que
estas personagens podem ter inclui: o tato, colisões, visão, som direcional, olfato e outros
sentidos imagináveis. Estes sentidos são obtidos usando diferentes técnicas de desenvol-
vimento de jogos disponÃveis no motor de jogos, e podem ser usados como inputs para os
algoritmos de aprendizagem automática para ajudar as personagens a aprender.
Esta solução foi testada usando algoritmos de Reinforcement Learning e Imitation Le-
arning, com o intuito de comparar a eficiência de ambos os métodos de aprendizagem
quando usados para ensinar bots de jogos em diferentes cenários. Estes cenários variaram
em complexidade de objetivo e ambiente, e também no número de bots para que se possa
visualizar como cada algoritmo se comporta em diferentes cenários. Neste documento
será apresentado um estado da arte nas áreas de simulação de agentes e motores de jogos,
seguido de uma proposta de solução mais detalhada para este problema
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds
We seek to create agents that both act and communicate with other agents in
pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019)---a
large-scale crowd-sourced fantasy text-game---with a dataset of quests. These
contain natural language motivations paired with in-game goals and human
demonstrations; completing a quest might require dialogue or actions (or both).
We introduce a reinforcement learning system that (1) incorporates large-scale
language modeling-based and commonsense reasoning-based pre-training to imbue
the agent with relevant priors; and (2) leverages a factorized action space of
action commands and dialogue, balancing between the two. We conduct zero-shot
evaluations using held-out human expert demonstrations, showing that our agents
are able to act consistently and talk naturally with respect to their
motivations
Demonstrating Advantages of Neuromorphic Computation: A Pilot Study
Neuromorphic devices represent an attempt to mimic aspects of the brain's
architecture and dynamics with the aim of replicating its hallmark functional
capabilities in terms of computational power, robust learning and energy
efficiency. We employ a single-chip prototype of the BrainScaleS 2 neuromorphic
system to implement a proof-of-concept demonstration of reward-modulated
spike-timing-dependent plasticity in a spiking network that learns to play the
Pong video game by smooth pursuit. This system combines an electronic
mixed-signal substrate for emulating neuron and synapse dynamics with an
embedded digital processor for on-chip learning, which in this work also serves
to simulate the virtual environment and learning agent. The analog emulation of
neuronal membrane dynamics enables a 1000-fold acceleration with respect to
biological real-time, with the entire chip operating on a power budget of 57mW.
Compared to an equivalent simulation using state-of-the-art software, the
on-chip emulation is at least one order of magnitude faster and three orders of
magnitude more energy-efficient. We demonstrate how on-chip learning can
mitigate the effects of fixed-pattern noise, which is unavoidable in analog
substrates, while making use of temporal variability for action exploration.
Learning compensates imperfections of the physical substrate, as manifested in
neuronal parameter variability, by adapting synaptic weights to match
respective excitability of individual neurons.Comment: Added measurements with noise in NEST simulation, add notice about
journal publication. Frontiers in Neuromorphic Engineering (2019
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