1,521 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Multicore and FPGA implementations of emotional-based agent architectures

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11227-014-1307-6.Control architectures based on Emotions are becoming promising solutions for the implementation of future robotic agents. The basic controllers of the architecture are the emotional processes that decide which behaviors of the robot must activate to fulfill the objectives. The number of emotional processes increases (hundreds of millions/s) with the complexity level of the application, reducing the processing capacity of the main processor to solve complex problems (millions of decisions in a given instant). However, the potential parallelism of the emotional processes permits their execution in parallel on FPGAs or Multicores, thus enabling slack computing in the main processor to tackle more complex dynamic problems. In this paper, an emotional architecture for mobile robotic agents is presented. The workload of the emotional processes is evaluated. Then, the main processor is extended with FPGA co-processors through Ethernet link. The FPGAs will be in charge of the execution of the emotional processes in parallel. Different Stratix FPGAs are compared to analyze their suitability to cope with the proposed mobile robotic agent applications. The applications are set up taking into account different environmental conditions, robot dynamics and emotional states. Moreover, the applications are run also on Multicore processors to compare their performance in relation to the FPGAs. Experimental results show that Stratix IV FPGA increases the performance in about one order of magnitude over the main processor and solves all the considered problems. Quad-Core increases the performance in 3.64 times, allowing to tackle about 89 % of the considered problems. Quad-Core has a lower cost than a Stratix IV, so more adequate solution but not for the most complex application. Stratix III could be applied to solve problems with around the double of the requirements that the main processor could support. Finally, a Dual-Core provides slightly better performance than stratix III and it is relatively cheaper.This work was supported in part under Spanish Grant PAID/2012/325 of "Programa de Apoyo a la Investigacion y Desarrollo. Proyectos multidisciplinares", Universitat Politecnica de Valencia, Spain.DomĂ­nguez Montagud, CP.; Hassan Mohamed, H.; Crespo, A.; Albaladejo Meroño, J. (2015). Multicore and FPGA implementations of emotional-based agent architectures. Journal of Supercomputing. 71(2):479-507. https://doi.org/10.1007/s11227-014-1307-6S479507712Malfaz M, Salichs MA (2010) Using MUDs as an experimental platform for testing a decision making system for self-motivated autonomous agents. Artif Intell Simul Behav J 2(1):21–44Damiano L, Cañamero L (2010) Constructing emotions. Epistemological groundings and applications in robotics for a synthetic approach to emotions. In: Proceedings of international symposium on aI-inspired biology, The Society for the Study of Artificial Intelligence, pp 20–28Hawes N, Wyatt J, Sloman A (2009) Exploring design space for an integrated intelligent system. Knowl Based Syst 22(7):509–515Sloman A (2009) Some requirements for human-like robots: why the recent over-emphasis on embodiment has held up progress. Creat Brain Like Intell 2009:248–277Arkin RC, Ulam P, Wagner AR (2012) Moral decision-making in autonomous systems: enforcement, moral emotions, dignity, trust and deception. In: Proceedings of the IEEE, Mar 2012, vol 100, no 3, pp 571–589iRobot industrial robots website. http://www.irobot.com/gi/ground/ . Accessed 22 Sept 2014Moravec H (2009) Rise of the robots: the future of artificial intelligence. Scientific American, March 2009. http://www.scientificamerican.com/article/rise-of-the-robots/ . Accessed 14 Oct 2014.Thu Bui L, Abbass HA, Barlow M, Bender A (2012) Robustness against the decision-maker’s attitude to risk in problems with conflicting objectives. IEEE Trans Evolut Comput 16(1):1–19Pedrycz W, Song M (2011) Analytic hierarchy process (AHP) in group decision making and its optimization with an allocation of information granularity. IEEE Trans Fuzzy Syst 19(3):527–539Lee-Johnson CP, Carnegie DA (2010) Mobile robot navigation modulated by artificial emotions. IEEE Trans Syst Man Cybern Part B 40(2):469–480Daglarli E, Temeltas H, Yesiloglu M (2009) Behavioral task processing for cognitive robots using artificial emotions. Neurocomputing 72(13):2835–2844Ventura R, Pinto-Ferreira C (2009) Responding efficiently to relevant stimuli using an emotion-based agent architecture. Neurocomputing 72(13):2923–2930Arkin RC, Ulam P, Wagner AR (2012) Moral decision-making in autonomous systems: enforcement, moral emotions, dignity, trust and deception. Proc IEEE 100(3):571–589Salichs MA, Malfaz M (2012) A new approach to modeling emotions and their use on a decision-making system for artificial agents. Affect Comput IEEE Trans 3(1):56–68Altera Corporation (2011) Stratix III device handbook, vol 1–2, version 2.2. http://www.altera.com/literature/lit-stx3.jsp . Accessed 14 Oct 2014.Altera Corporation (2014) Stratix IV device handbook, vol 1–4, version 5.9. http://www.altera.com/literature/lit-stratix-iv.jsp . Accessed 14 Oct 2014.Naouar MW, Monmasson E, Naassani AA, Slama-Belkhodja I, Patin N (2007) FPGA-based current controllers for AC machine drives: a review. IEEE Trans Ind Electr 54(4):1907–1925Intel Corporation (2014) Desktop 4th generation Intel Core Processor Family, Desktop Intel Pentium Processor Family, and Desktop Intel Celeron Processor Family, Datasheet, vol 1, 2March JL, Sahuquillo J, Hassan H, Petit S, Duato J (2011) A new energy-aware dynamic task set partitioning algorithm for soft and hard embedded real-time systems. Comput J 54(8):1282–1294Del Campo I, Basterretxea K, Echanobe J, Bosque G, Doctor F (2012) A system-on-chip development of a neuro-fuzzy embedded agent for ambient-intelligence environments. IEEE Trans Syst Man Cybern Part B 42(2):501–512Pedraza C, Castillo J, MartĂ­nez JI, Huerta P, Bosque JL, Cano J (2011) Genetic algorithm for Boolean minimization in an FPGA cluster. J Supercomput 58(2):244–252Orlowska-Kowalska T, Kaminski M (2011) FPGA implementation of the multilayer neural network for the speed estimation of the two-mass drive system. IEEE Trans Ind Inf 7(3):436–445Cassidy AS, Merolla P, Arthur JV, Esser SK, Jackson B, Alvarez-icaza R, Datta P, Sawada J, Wong TM, Feldman V, Amir A, Ben-dayan D, Mcquinn E, Risk WP, Modha DS (2013) Cognitive computing building block: a versatile and efficient digital neuron model for neurosynaptic cores. In: Proceedings of international joint conference on neural networks, IEEE (IJCNN’2013)IBM Cognitive Computing and Neurosynaptic chips website. http://www.research.ibm.com/cognitive-computing/neurosynaptic-chips.shtml . Accessed 22 Sept 2014Seo E, Jeong J, Park S, Lee J (2008) Energy efficient scheduling of real-time tasks on multicore processors. IEEE Trans Parallel Distrib Syst 19(11):1540–1552Lehoczky J, Sha L, Ding Y (1989) The rate monotonic scheduling algorithm: exact characterization and average case behavior. In: Proceedings of real time systems symposium, IEEE 1989, pp 166–171Ng-Thow-Hing V, Lim J, Wormer J, Sarvadevabhatla RK, Rocha C, Fujimura K, Sakagami Y (2008) The memory game: creating a human-robot interactive scenario for ASIMO. In: Proceedings of intelligent robots and systems, 2008, IROS 2008, IEEE/RSJ international conference, pp 779–78

    Interim research assessment 2003-2005 - Computer Science

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    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities

    Predicting potential customer needs and wants for agile design and manufacture in an industry 4.0 environment

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    Manufacturing is currently experiencing a paradigm shift in the way that products are designed, produced and serviced. Such changes are brought about mainly by the extensive use of the Internet and digital technologies. As a result of this shift, a new industrial revolution is emerging, termed “Industry 4.0” (i4), which promises to accommodate mass customisation at a mass production cost. For i4 to become a reality, however, multiple challenges need to be addressed, highlighting the need for design for agile manufacturing and, for this, a framework capable of integrating big data analytics arising from the service end, business informatics through the manufacturing process, and artificial intelligence (AI) for the entire manufacturing value chain. This thesis attempts to address these issues, with a focus on the need for design for agile manufacturing. First, the state of the art in this field of research is reviewed on combining cutting-edge technologies in digital manufacturing with big data analysed to support agile manufacturing. Then, the work is focused on developing an AI-based framework to address one of the customisation issues in smart design and agile manufacturing, that is, prediction of potential customer needs and wants. With this framework, an AI-based approach is developed to predict design attributes that would help manufacturers to decide the best virtual designs to meet emerging customer needs and wants predictively. In particular, various machine learning approaches are developed to help explain at least 85% of the design variance when building a model to predict potential customer needs and wants. These approaches include k-means clustering, self-organizing maps, fuzzy k-means clustering, and decision trees, all supporting a vector machine to evaluate and extract conscious and subconscious customer needs and wants. A model capable of accurately predicting customer needs and wants for at least 85% of classified design attributes is thus obtained. Further, an analysis capable of determining the best design attributes and features for predicting customer needs and wants is also achieved. As the information analysed can be utilized to advise the selection of desired attributes, it is fed back in a closed-loop of the manufacturing value chain: design → manufacture → management/service → → → design... For this, a total of 4 case studies are undertaken to test and demonstrate the efficacy and effectiveness of the framework developed. These case studies include: 1) an evaluation model of consumer cars with multiple attributes including categorical and numerical ones; 2) specifications of automotive vehicles in terms of various characteristics including categorical and numerical instances; 3) fuel consumptions of various car models and makes, taking into account a desire for low fuel costs and low CO2 emissions; and 4) computer parts design for recommending the best design attributes when buying a computer. The results show that the decision trees, as a machine learning approach, work best in predicting customer needs and wants for smart design. With the tested framework and methodology, this thesis overall presents a holistic attempt to addressing the missing gap between manufacture and customisation, that is meeting customer needs and wants. Effective ways of achieving customization for i4 and smart manufacturing are identified. This is achieved through predicting potential customer needs and wants and applying the prediction at the product design stage for agile manufacturing to meet individual requirements at a mass production cost. Such agility is one key element in realising Industry 4.0. At the end, this thesis contributes to improving the process of analysing the data to predict potential customer needs and wants to be used as inputs to customizing product designs agilely

    CGAMES'2009

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    Enhanced Living Environments

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    This open access book was prepared as a Final Publication of the COST Action IC1303 “Algorithms, Architectures and Platforms for Enhanced Living Environments (AAPELE)”. The concept of Enhanced Living Environments (ELE) refers to the area of Ambient Assisted Living (AAL) that is more related with Information and Communication Technologies (ICT). Effective ELE solutions require appropriate ICT algorithms, architectures, platforms, and systems, having in view the advance of science and technology in this area and the development of new and innovative solutions that can provide improvements in the quality of life for people in their homes and can reduce the financial burden on the budgets of the healthcare providers. The aim of this book is to become a state-of-the-art reference, discussing progress made, as well as prompting future directions on theories, practices, standards, and strategies related to the ELE area. The book contains 12 chapters and can serve as a valuable reference for undergraduate students, post-graduate students, educators, faculty members, researchers, engineers, medical doctors, healthcare organizations, insurance companies, and research strategists working in this area

    Human Machine Interaction

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    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    An Efficient Boosted Classifier Tree-Based Feature Point Tracking System for Facial Expression Analysis

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    The study of facial movement and expression has been a prominent area of research since the early work of Charles Darwin. The Facial Action Coding System (FACS), developed by Paul Ekman, introduced the first universal method of coding and measuring facial movement. Human-Computer Interaction seeks to make human interaction with computer systems more effective, easier, safer, and more seamless. Facial expression recognition can be broken down into three distinctive subsections: Facial Feature Localization, Facial Action Recognition, and Facial Expression Classification. The first and most important stage in any facial expression analysis system is the localization of key facial features. Localization must be accurate and efficient to ensure reliable tracking and leave time for computation and comparisons to learned facial models while maintaining real-time performance. Two possible methods for localizing facial features are discussed in this dissertation. The Active Appearance Model is a statistical model describing an object\u27s parameters through the use of both shape and texture models, resulting in appearance. Statistical model-based training for object recognition takes multiple instances of the object class of interest, or positive samples, and multiple negative samples, i.e., images that do not contain objects of interest. Viola and Jones present a highly robust real-time face detection system, and a statistically boosted attentional detection cascade composed of many weak feature detectors. A basic algorithm for the elimination of unnecessary sub-frames while using Viola-Jones face detection is presented to further reduce image search time. A real-time emotion detection system is presented which is capable of identifying seven affective states (agreeing, concentrating, disagreeing, interested, thinking, unsure, and angry) from a near-infrared video stream. The Active Appearance Model is used to place 23 landmark points around key areas of the eyes, brows, and mouth. A prioritized binary decision tree then detects, based on the actions of these key points, if one of the seven emotional states occurs as frames pass. The completed system runs accurately and achieves a real-time frame rate of approximately 36 frames per second. A novel facial feature localization technique utilizing a nested cascade classifier tree is proposed. A coarse-to-fine search is performed in which the regions of interest are defined by the response of Haar-like features comprising the cascade classifiers. The individual responses of the Haar-like features are also used to activate finer-level searches. A specially cropped training set derived from the Cohn-Kanade AU-Coded database is also developed and tested. Extensions of this research include further testing to verify the novel facial feature localization technique presented for a full 26-point face model, and implementation of a real-time intensity sensitive automated Facial Action Coding System
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