714 research outputs found

    Rational physical agent reasoning beyond logic

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    The paper addresses the problem of defining a theoretical physical agent framework that satisfies practical requirements of programmability by non-programmer engineers and at the same time permitting fast realtime operation of agents on digital computer networks. The objective of the new framework is to enable the satisfaction of performance requirements on autonomous vehicles and robots in space exploration, deep underwater exploration, defense reconnaissance, automated manufacturing and household automation

    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

    Commercial software tools for intelligent autonomous systems

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    This article identifies some of the commercial software tools that can potentially be examined, or relied upon for their techniques, within new EPSRC projects entitled "Reconfigurable Autonomy" and "Distributed Sensing and Control.." awarded and to be undertaken between Liverpool, Southampton and Surrey Universities in the next 4 years. Although such projects strive to produce new techniques of various kinds, the software reviewed here could also influence, shape and help to integrate the algorithmic outcome of all 16 projects awarded within the EPSRC Autonomous and Intelligent Systems programme early 2012. To avoid mis-representation of technololgies provided by the software producer companies listed, most of this review is based on using quotes from original product descriptions

    Integrating BDI agents with Agent-based simulation platforms

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    Agent-Based Models (ABMs) is increasingly being used for exploring and supporting decision making about social science scenarios involving modelling of human agents. However existing agent-based simulation platforms (e.g., SWARM, Repast) provide limited support for the simulation of more complex cognitive agents required by such scenarios. We present a framework that allows Belief-Desire Intention (BDI) cognitive agents to be embedded in an ABM system. Architecturally, this means that the "brains" of an agent can be modelled in the BDI system in the usual way, while the "body" exists in the ABM system. The architecture is exible in that the ABM can still have non-BDI agents in the simulation, and the BDI-side can have agents that do not have a physical counterpart (such as an organisation). The framework addresses a key integration challenge of coupling event-based BDI systems, with time-stepped ABM systems. Our framework is modular and supports integration off-the-shelf BDI systems with off-the-shelf ABM systems. The framework is Open Source, and all integrations and applications are available for use by the modelling community

    Integrating BDI and Reinforcement Learning: the Case Study of Autonomous Driving

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    Recent breakthroughs in machine learning are paving the way to the vision of software 2.0 era, which foresees the replacement of traditional software development with such techniques for many applications. In the context of agent-oriented programming, we believe that mixing together cognitive architectures like the BDI one and learning techniques could trigger new interesting scenarios. In that view, our previous work presents Jason-RL, a framework that integrates BDI agents and Reinforcement Learning (RL) more deeply than what has been already proposed so far in the literature. The framework allows the development of BDI agents having both explicitly programmed plans and plans learned by the agent using RL. The two kinds of plans are seamlessly integrated and can be used without differences. Here, we take autonomous driving as a case study to verify the advantages of the proposed approach and framework. The BDI agent has hard-coded plans that define high-level directions while fine-grained navigation is learned by trial and error. This approach – compared to plain RL – is encouraging as RL struggles in temporally extended planning. We defined and trained an agent able to drive in a track with an intersection, at which it has to choose the correct path to reach the assigned target. A first step towards porting the system in the real-world has been done by building a 1/10 scale racecar prototype which learned how to drive in a simple track

    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
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