83,336 research outputs found
Affective games:a multimodal classification system
Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
Social Norms in Virtual Worlds of Computer Games
Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players
Flow-based Intrinsic Curiosity Module
In this paper, we focus on a prediction-based novelty estimation strategy
upon the deep reinforcement learning (DRL) framework, and present a flow-based
intrinsic curiosity module (FICM) to exploit the prediction errors from optical
flow estimation as exploration bonuses. We propose the concept of leveraging
motion features captured between consecutive observations to evaluate the
novelty of observations in an environment. FICM encourages a DRL agent to
explore observations with unfamiliar motion features, and requires only two
consecutive frames to obtain sufficient information when estimating the
novelty. We evaluate our method and compare it with a number of existing
methods on multiple benchmark environments, including Atari games, Super Mario
Bros., and ViZDoom. We demonstrate that FICM is favorable to tasks or
environments featuring moving objects, which allow FICM to utilize the motion
features between consecutive observations. We further ablatively analyze the
encoding efficiency of FICM, and discuss its applicable domains
comprehensively.Comment: The SOLE copyright holder is IJCAI (International Joint Conferences
on Artificial Intelligence), all rights reserved. The link is provided as
follows: https://www.ijcai.org/Proceedings/2020/28
Object-Oriented Dynamics Learning through Multi-Level Abstraction
Object-based approaches for learning action-conditioned dynamics has
demonstrated promise for generalization and interpretability. However, existing
approaches suffer from structural limitations and optimization difficulties for
common environments with multiple dynamic objects. In this paper, we present a
novel self-supervised learning framework, called Multi-level Abstraction
Object-oriented Predictor (MAOP), which employs a three-level learning
architecture that enables efficient object-based dynamics learning from raw
visual observations. We also design a spatial-temporal relational reasoning
mechanism for MAOP to support instance-level dynamics learning and handle
partial observability. Our results show that MAOP significantly outperforms
previous methods in terms of sample efficiency and generalization over novel
environments for learning environment models. We also demonstrate that learned
dynamics models enable efficient planning in unseen environments, comparable to
true environment models. In addition, MAOP learns semantically and visually
interpretable disentangled representations.Comment: Accepted to the Thirthy-Fourth AAAI Conference On Artificial
Intelligence (AAAI), 202
- …