118,353 research outputs found

    Structures, inner values, hierarchies and stages: essentials for developmental robot architectures

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    In this paper we try to locate the essential components needed for a developmental robot architecture. We take the vocabulary and the main concepts from Piaget’s genetic epistemology and Vygotsky’s activity theory. After proposing an outline for a general developmental architecture, we describe the architectures that we have been developing in the recent years - Petitagé and Vygovorotsky. According to this outline, various contemporary works in autonomous agents can be classified, in an attempt to get a glimpse into the big picture and make the advances and open problems visible

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Synthesizing Sentience: Integrating Large Language Models and Autonomous Agents for Emulating Human Cognitive Complexity

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    The paper aims to present a novel methodology for emulating the intricacies of human cognitive complexity by ingeniously integrating large language models with autonomous agents. Grounded in the theoretical framework of the modular mind theory-originally espoused by Fodor and later refined by scholars such as Joanna Bryson—the study seeks to venture into the untapped potential of large language models and autonomous agents in mirroring human cognition. Recent advancements in artificial intelligence, exemplified by the inception of autonomous agents like Age in GPT, auto GPT, and baby AGI, underscore the transformative capacities of these technologies in diverse applications. Moreover, empirical studies have substantiated that persona-driven autonomous agents manifest enhanced efficacy and nuanced performance, mimicking the intricate dynamics of human interactions. The paper postulates a theoretical framework incorporating persona-driven modules that emulate psychological functions integral to general cognitive processes. This framework advocates for the deployment of a plurality of autonomous agents, each informed by specific large language models, to act as surrogates for different cognitive functionalities. Neurological evidence is invoked to bolster the theoretical architecture, delineating how autonomous agents can serve as efficacious proxies for modular cognitive centers within the human brain. Given this foundation, a theory of mind predicated upon modular constructs offers a fertile landscape for further empirical investigations and technological innovations

    Using GASP for Collaborative Interaction within 3D Virtual Worlds

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    International audienceIn this paper, we present Gasp, a General Animation and Simulation Platform, whose purpose is to animate autonomous or userdriven agents, and we explain how it can be used for Collaborative Virtual Reality. First, we explain its architecture, based on the notion of simulation objects (or agents) associated with a calculation part (the behavior). Then we describe how it is possible to distribute eciently our agents upon a network in order to share the amount of calculation between several computers. Finally, as the visualisation of a simulation is also a simulation object, we show that our architecture allows us to distribute several visualisations upon a network to share a 3D interactive simulation between several users

    Bridging Intelligence and Instinct: A New Control Paradigm for Autonomous Robots

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    As the advent of artificial general intelligence (AGI) progresses at a breathtaking pace, the application of large language models (LLMs) as AI Agents in robotics remains in its nascent stage. A significant concern that hampers the seamless integration of these AI Agents into robotics is the unpredictability of the content they generate, a phenomena known as ``hallucination''. Drawing inspiration from biological neural systems, we propose a novel, layered architecture for autonomous robotics, bridging AI agent intelligence and robot instinct. In this context, we define Robot Instinct as the innate or learned set of responses and priorities in an autonomous robotic system that ensures survival-essential tasks, such as safety assurance and obstacle avoidance, are carried out in a timely and effective manner. This paradigm harmoniously combines the intelligence of LLMs with the instinct of robotic behaviors, contributing to a more safe and versatile autonomous robotic system. As a case study, we illustrate this paradigm within the context of a mobile robot, demonstrating its potential to significantly enhance autonomous robotics and enabling a future where robots can operate independently and safely across diverse environments

    Integrating deliberative planning in a robot architecture

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    The role of planning and reactive control in an architecture for autonomous agents is discussed. The postulated architecture seperates the general robot intelligence problem into three interacting pieces: (1) robot reactive skills, i.e., grasping, object tracking, etc.; (2) a sequencing capability to differentially ativate the reactive skills; and (3) a delibrative planning capability to reason in depth about goals, preconditions, resources, and timing constraints. Within the sequencing module, caching techniques are used for handling routine activities. The planning system then builds on these cached solutions to routine tasks to build larger grain sized primitives. This eliminates large numbers of essentially linear planning problems. The architecture will be used in the future to incorporate in robots cognitive capabilites normally associated with intelligent behavior
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