3,217 research outputs found

    Layered control architectures in natural and artificial systems

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    We review recent research in robotics and neuroscience with the aim of highlighting some points of agreement and convergence. Specifically, we compare Brooks’ [9] subsumption architecture for robot control with a part of the neuroscience literature that can be interpreted as demonstrating hierarchical control systems in animal brains. We focus first on work that follows the tradition of Hughlings Jackson [23] who, in neuroscience and neuropsychology, is particularly associated with the notion of layered competence. From this perspective we further argue that recent work on the defense system of the rat can be interpreted by analogy to Brooks’ subsumption architecture. An important focus is the role of multiple learning systems in the brain, and of hierarchical learning mechanisms in the rat defense system

    Layered control architectures in natural and artificial systems

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    We review recent research in robotics and neuroscience with the aim of highlighting some points of agreement and convergence. Specifically, we compare Brooks’ [9] subsumption architecture for robot control with a part of the neuroscience literature that can be interpreted as demonstrating hierarchical control systems in animal brains. We focus first on work that follows the tradition of Hughlings Jackson [23] who, in neuroscience and neuropsychology, is particularly associated with the notion of layered competence. From this perspective we further argue that recent work on the defense system of the rat can be interpreted by analogy to Brooks’ subsumption architecture. An important focus is the role of multiple learning systems in the brain, and of hierarchical learning mechanisms in the rat defense system

    A Bio-inspired Nano-Agent Architecture for Intelligent Agents

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    A Comparison of Different Cognitive Paradigms Using Simple Animats in a Virtual Laboratory, with Implications to the Notion of Cognition

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    In this thesis I present a virtual laboratory which implements five different models for controlling animats: a rule-based system, a behaviour-based system, a concept-based system, a neural network, and a Braitenberg architecture. Through different experiments, I compare the performance of the models and conclude that there is no best model, since different models are better for different things in different contexts. The models I chose, although quite simple, represent different approaches for studying cognition. Using the results as an empirical philosophical aid, I note that there is no best approach for studying cognition, since different approaches have all advantages and disadvantages, because they study different aspects of cognition from different contexts. This has implications for current debates on proper approaches for cognition: all approaches are a bit proper, but none will be proper enough. I draw remarks on the notion of cognition abstracting from all the approaches used to study it, and propose a simple classification for different types of cognition

    Layered control architectures in robots and vertebrates

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    We revieiv recent research in robotics, neuroscience, evolutionary neurobiology, and ethology with the aim of highlighting some points of agreement and convergence. Specifically, we com pare Brooks' (1986) subsumption architecture for robot control with research in neuroscience demonstrating layered control systems in vertebrate brains, and with research in ethology that emphasizes the decomposition of control into multiple, intertwined behavior systems. From this perspective we then describe interesting parallels between the subsumption architecture and the natural layered behavior system that determines defense reactions in the rat. We then consider the action selection problem for robots and vertebrates and argue that, in addition to subsumption- like conflict resolution mechanisms, the vertebrate nervous system employs specialized selection mechanisms located in a group of central brain structures termed the basal ganglia. We suggest that similar specialized switching mechanisms might be employed in layered robot control archi tectures to provide effective and flexible action selection

    Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games

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    Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of ทon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [СһаОЗ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'ร classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    Biting machine, a performance art experiment in human-robot interaction.

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    The author is a performance and visual artist whose interest lies in the co-evolution of humans and machines, a subject he explores with self-made machines. The paper describes the aims, method, and context of Biting Machine, a performance art experiment in human-robot interaction loosely based on Joseph Beuys' I Like America and America Likes Me (1974) where the artist shared a space for several days with a wild coyote. Biting Machine will be delivered as series of durational performances for an autonomous mobile robot and a human, where the robot will take the role occupied by the coyote in Beuys? piece

    A future of living machines? International trends and prospects in biomimetic and biohybrid systems

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    Research in the fields of biomimetic and biohybrid systems is developing at an accelerating rate. Biomimetics can be understood as the development of new technologies using principles abstracted from the study of biological systems, however, biomimetics can also be viewed from an alternate perspective as an important methodology for improving our understanding of the world we live in and of ourselves as biological organisms. A biohybrid entity comprises at least one artificial (engineered) component combined with a biological one. With technologies such as microscale mobile computing, prosthetics and implants, humankind is moving towards a more biohybrid future in which biomimetics helps us to engineer biocompatible technologies. This paper reviews recent progress in the development of biomimetic and biohybrid systems focusing particularly on technologies that emulate living organisms—living machines. Based on our recent bibliographic analysis [1] we examine how biomimetics is already creating life-like robots and identify some key unresolved challenges that constitute bottlenecks for the field. Drawing on our recent research in biomimetic mammalian robots, including humanoids, we review the future prospects for such machines and consider some of their likely impacts on society, including the existential risk of creating artifacts with significant autonomy that could come to match or exceed humankind in intelligence. We conclude that living machines are more likely to be a benefit than a threat but that we should also ensure that progress in biomimetics and biohybrid systems is made with broad societal consent. © (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only
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