12,203 research outputs found

    Annotated Bibliography: Anticipation

    Get PDF

    Agents for educational games and simulations

    Get PDF
    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

    A bottom-up approach to emulating emotions using neuromodulation in agents

    Get PDF
    A bottom-up approach to emulating emotions is expounded in this thesis. This is intended to be useful in research where a phenomenon is to be emulated but the nature of it can not easily be defined. This approach not only advocates emulating the underlying mechanisms that are proposed to give rise to emotion in natural agents, but also advocates applying an open-mind as to what the phenomenon actually is. There is evidence to suggest that neuromodulation is inherently responsible for giving rise to emotions in natural agents and that emotions consequently modulate the behaviour of the agent. The functionality provided by neuromodulation, when applied to agents with self-organising biologically plausible neural networks, is isolated and studied. In research efforts such as this the definition should emerge from the evidence rather than postulate that the definition, derived from limited information, is correct and should be implemented. An implementation of a working definition only tells us that the definition can be implemented. It does not tell us whether that working definition is itself correct and matches the phenomenon in the real world. If this model of emotions was assumed to be true and implemented in an agent, there would be a danger of precluding implementations that could offer alternative theories as to the relevance of neuromodulation to emotions. By isolating and studying different mechanisms such as neuromodulation that are thought to give rise to emotions, theories can arise as to what emotions are and the functionality that they provide. The application of this approach concludes with a theory as to how some emotions can operate via the use of neuromodulators. The theory is explained using the concepts of dynamical systems, free-energy and entropy.EPSRC Stirling University, Computing Science departmental gran

    A motivational model based on artificial biological functions for the intelligent decision-making of social robots

    Get PDF
    Modelling the biology behind animal behaviour has attracted great interest in recent years. Nevertheless, neuroscience and artificial intelligence face the challenge of representing and emulating animal behaviour in robots. Consequently, this paper presents a biologically inspired motivational model to control the biological functions of autonomous robots that interact with and emulate human behaviour. The model is intended to produce fully autonomous, natural, and behaviour that can adapt to both familiar and unexpected situations in human–robot interactions. The primary contribution of this paper is to present novel methods for modelling the robot’s internal state to generate deliberative and reactive behaviour, how it perceives and evaluates the stimuli from the environment, and the role of emotional responses. Our architecture emulates essential animal biological functions such as neuroendocrine responses, circadian and ultradian rhythms, motivation, and affection, to generate biologically inspired behaviour in social robots. Neuroendocrinal substances control biological functions such as sleep, wakefulness, and emotion. Deficits in these processes regulate the robot’s motivational and affective states, significantly influencing the robot’s decision-making and, therefore, its behaviour. We evaluated the model by observing the long-term behaviour of the social robot Mini while interacting with people. The experiment assessed how the robot’s behaviour varied and evolved depending on its internal variables and external situations, adapting to different conditions. The outcomes show that an autonomous robot with appropriate decision-making can cope with its internal deficits and unexpected situations, controlling its sleep–wake cycle, social behaviour, affective states, and stress, when acting in human–robot interactions.The research leading to these results has received funding from the projects: Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), RTI2018-096338-B-I00, funded by the Ministerio de Ciencia, Innovación y Universidades; Robots sociales para mitigar la soledad y el aislamiento en mayores (SOROLI), PID2021-123941OA-I00, funded by Agencia Estatal de Investigación (AEI), Spanish Ministerio de Ciencia e Innovación. This publication is part of the R&D&I project PLEC2021-007819 funded by MCIN/AEI/10.13039/501100011033 and by the European Union NextGenerationEU/PRTR

    Enabling collective creativity in schools using Minecraft: serious play

    Full text link
    Situated in complexity theory this thesis covers the broad area of creativity re-conceptualise creativity within Australian mainstream education, as being something that continually emerges from collective process. In doing so, many of the key characteristics of the Australian education system, were analysed for the role they played in enabling or hindering creativity within a school. M inecraft was a key pedagogical tool used to filter this aspects through to reimagine them. The findings of this study included: 1. Situating pedagogies framed in complexity have limited scope in the current discourse around mainstream Australian education. 2. There is a role for pedagogies that arise out of new and conflicting discourses (e.g., complexity theory). Its place and role are one of continual ‘deterritorialization and reterritorialization’ (Deleuze & Guattari 1987; Roy 2003). Despite existing only on the edge of the discourse, their mere existence is evidence of the potential for change. 3. Digital games based on complexity, such as the MMO game Minecraft, have a place in education and are enablers of systemic creativity. 4. The students in the study were developing new and previously unnamed multithreaded identities through their complex game design and play. I have labelled this new form of identity Vellooming

    Coalition based approach for shop floor agility – a multiagent approach

    Get PDF
    Dissertation submitted for a PhD degree in Electrical Engineering, speciality of Robotics and Integrated Manufacturing from the Universidade Nova de Lisboa, Faculdade de Ciências e TecnologiaThis thesis addresses the problem of shop floor agility. In order to cope with the disturbances and uncertainties that characterise the current business scenarios faced by manufacturing companies, the capability of their shop floors needs to be improved quickly, such that these shop floors may be adapted, changed or become easily modifiable (shop floor reengineering). One of the critical elements in any shop floor reengineering process is the way the control/supervision architecture is changed or modified to accommodate for the new processes and equipment. This thesis, therefore, proposes an architecture to support the fast adaptation or changes in the control/supervision architecture. This architecture postulates that manufacturing systems are no more than compositions of modularised manufacturing components whose interactions when aggregated are governed by contractual mechanisms that favour configuration over reprogramming. A multiagent based reference architecture called Coalition Based Approach for Shop floor Agility – CoBASA, was created to support fast adaptation and changes of shop floor control architectures with minimal effort. The coalitions are composed of agentified manufacturing components (modules), whose relationships within the coalitions are governed by contracts that are configured whenever a coalition is established. Creating and changing a coalition do not involve programming effort because it only requires changes to the contract that regulates it

    Autonomous Decision-Making based on Biological Adaptive Processes for Intelligent Social Robots

    Get PDF
    Mención Internacional en el título de doctorThe unceasing development of autonomous robots in many different scenarios drives a new revolution to improve our quality of life. Recent advances in human-robot interaction and machine learning extend robots to social scenarios, where these systems pretend to assist humans in diverse tasks. Thus, social robots are nowadays becoming real in many applications like education, healthcare, entertainment, or assistance. Complex environments demand that social robots present adaptive mechanisms to overcome different situations and successfully execute their tasks. Thus, considering the previous ideas, making autonomous and appropriate decisions is essential to exhibit reasonable behaviour and operate well in dynamic scenarios. Decision-making systems provide artificial agents with the capacity of making decisions about how to behave depending on input information from the environment. In the last decades, human decision-making has served researchers as an inspiration to endow robots with similar deliberation. Especially in social robotics, where people expect to interact with machines with human-like capabilities, biologically inspired decisionmaking systems have demonstrated great potential and interest. Thereby, it is expected that these systems will continue providing a solid biological background and improve the naturalness of the human-robot interaction, usability, and the acceptance of social robots in the following years. This thesis presents a decision-making system for social robots acting in healthcare, entertainment, and assistance with autonomous behaviour. The system’s goal is to provide robots with natural and fluid human-robot interaction during the realisation of their tasks. The decision-making system integrates into an already existing software architecture with different modules that manage human-robot interaction, perception, or expressiveness. Inside this architecture, the decision-making system decides which behaviour the robot has to execute after evaluating information received from different modules in the architecture. These modules provide structured data about planned activities, perceptions, and artificial biological processes that evolve with time that are the basis for natural behaviour. The natural behaviour of the robot comes from the evolution of biological variables that emulate biological processes occurring in humans. We also propose a Motivational model, a module that emulates biological processes in humans for generating an artificial physiological and psychological state that influences the robot’s decision-making. These processes emulate the natural biological rhythms of the human organism to produce biologically inspired decisions that improve the naturalness exhibited by the robot during human-robot interactions. The robot’s decisions also depend on what the robot perceives from the environment, planned events listed in the robot’s agenda, and the unique features of the user interacting with the robot. The robot’s decisions depend on many internal and external factors that influence how the robot behaves. Users are the most critical stimuli the robot perceives since they are the cornerstone of interaction. Social robots have to focus on assisting people in their daily tasks, considering that each person has different features and preferences. Thus, a robot devised for social interaction has to adapt its decisions to people that aim at interacting with it. The first step towards adapting to different users is identifying the user it interacts with. Then, it has to gather as much information as possible and personalise the interaction. The information about each user has to be actively updated if necessary since outdated information may lead the user to refuse the robot. Considering these facts, this work tackles the user adaptation in three different ways. • The robot incorporates user profiling methods to continuously gather information from the user using direct and indirect feedback methods. • The robot has a Preference Learning System that predicts and adjusts the user’s preferences to the robot’s activities during the interaction. • An Action-based Learning System grounded on Reinforcement Learning is introduced as the origin of motivated behaviour. The functionalities mentioned above define the inputs received by the decisionmaking system for adapting its behaviour. Our decision-making system has been designed for being integrated into different robotic platforms due to its flexibility and modularity. Finally, we carried out several experiments to evaluate the architecture’s functionalities during real human-robot interaction scenarios. In these experiments, we assessed: • How to endow social robots with adaptive affective mechanisms to overcome interaction limitations. • Active user profiling using face recognition and human-robot interaction. • A Preference Learning System we designed to predict and adapt the user preferences towards the robot’s entertainment activities for adapting the interaction. • A Behaviour-based Reinforcement Learning System that allows the robot to learn the effects of its actions to behave appropriately in each situation. • The biologically inspired robot behaviour using emulated biological processes and how the robot creates social bonds with each user. • The robot’s expressiveness in affect (emotion and mood) and autonomic functions such as heart rate or blinking frequency.Programa de Doctorado en Ingeniería Eléctrica, Electrónica y Automática por la Universidad Carlos III de MadridPresidente: Richard J. Duro Fernández.- Secretaria: Concepción Alicia Monje Micharet.- Vocal: Silvia Ross

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    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

    A Discussion of Interactive Storytelling Techniques for Use in a Serious Game

    Get PDF
    This report addresses a collection of interactive storytelling systems to provide an overview of state-of-the-art methods of narrative management and of enabling social interaction between users and virtual agents. This is done to inform the construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously
    corecore