6,895 research outputs found

    Optimising Humanness: Designing the best human-like Bot for Unreal Tournament 2004

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    This paper presents multiple hybridizations of the two best bots on the BotPrize 2014 competition, which sought for the best humanlike bot playing the First Person Shooter game Unreal Tournament 2004. To this aim the participants were evaluated using a Turing test in the game. The work considers MirrorBot (the winner) and NizorBot (the second) codes and combines them in two different approaches, aiming to obtain a bot able to show the best behaviour overall. There is also an evolutionary version on MirrorBot, which has been optimized by means of a Genetic Algorithm. The new and the original bots have been tested in a new, open, and public Turing test whose results show that the evolutionary version of MirrorBot apparently improves the original bot, and also that one of the novel approaches gets a good humanness level.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    ‘The uses of ethnography in the science of cultural evolution’. Commentary on Mesoudi, A., Whiten, A. and K. Laland ‘Toward a unified science of cultural evolution’

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    There is considerable scope for developing a more explicit role for ethnography within the research program proposed in the article. Ethnographic studies of cultural micro-evolution would complement experimental approaches by providing insights into the “natural” settings in which cultural behaviours occur. Ethnography can also contribute to the study of cultural macro-evolution by shedding light on the conditions that generate and maintain cultural lineages

    From Social Simulation to Integrative System Design

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    As the recent financial crisis showed, today there is a strong need to gain "ecological perspective" of all relevant interactions in socio-economic-techno-environmental systems. For this, we suggested to set-up a network of Centers for integrative systems design, which shall be able to run all potentially relevant scenarios, identify causality chains, explore feedback and cascading effects for a number of model variants, and determine the reliability of their implications (given the validity of the underlying models). They will be able to detect possible negative side effect of policy decisions, before they occur. The Centers belonging to this network of Integrative Systems Design Centers would be focused on a particular field, but they would be part of an attempt to eventually cover all relevant areas of society and economy and integrate them within a "Living Earth Simulator". The results of all research activities of such Centers would be turned into informative input for political Decision Arenas. For example, Crisis Observatories (for financial instabilities, shortages of resources, environmental change, conflict, spreading of diseases, etc.) would be connected with such Decision Arenas for the purpose of visualization, in order to make complex interdependencies understandable to scientists, decision-makers, and the general public.Comment: 34 pages, Visioneer White Paper, see http://www.visioneer.ethz.c

    An Introduction to Advanced Machine Learning : Meta Learning Algorithms, Applications and Promises

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    In [1, 2], we have explored the theoretical aspects of feature extraction optimization processes for solving largescale problems and overcoming machine learning limitations. Majority of optimization algorithms that have been introduced in [1, 2] guarantee the optimal performance of supervised learning, given offline and discrete data, to deal with curse of dimensionality (CoD) problem. These algorithms, however, are not tailored for solving emerging learning problems. One of the important issues caused by online data is lack of sufficient samples per class. Further, traditional machine learning algorithms cannot achieve accurate training based on limited distributed data, as data has proliferated and dispersed significantly. Machine learning employs a strict model or embedded engine to train and predict which still fails to learn unseen classes and sufficiently use online data. In this chapter, we introduce these challenges elaborately. We further investigate Meta-Learning (MTL) algorithm, and their application and promises to solve the emerging problems by answering how autonomous agents can learn to learn?

    Comparing dynamitic difficulty adjustment and improvement in action game

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Master ResearchDesigning a game difficulty is one of the key things as a game designer. Player will be feeling boring when the game designer makes the game too easy or too hard. In the past decades, most of single player games can allow players to choose the game difficulty either easy, normal or hard which define the overall game difficulty. In action game, these options are lack of flexibility and they are unsuitable to the player skill to meet the game difficulty. By using Dynamic Difficulty Adjustment (DDA), it can change the game difficulty in real time and it can match different player skills. In this paper, the final goal is the comparison of the three DDA systems in action game and apply an improved DDA. In order to apply a new improved DDA, this thesis will evaluate three chosen DDA systems with chosen action decision based AI for action game. A new DDA measurement formula is applied to the comparing section

    The view from elsewhere: perspectives on ALife Modeling

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    Many artificial life researchers stress the interdisciplinary character of the field. Against such a backdrop, this report reviews and discusses artificial life, as it is depicted in, and as it interfaces with, adjacent disciplines (in particular, philosophy, biology, and linguistics), and in the light of a specific historical example of interdisciplinary research (namely cybernetics) with which artificial life shares many features. This report grew out of a workshop held at the Sixth European Conference on Artificial Life in Prague and features individual contributions from the workshop's eight speakers, plus a section designed to reflect the debates that took place during the workshop's discussion sessions. The major theme that emerged during these sessions was the identity and status of artificial life as a scientific endeavor

    A teacher's guide to evolution, behavior, and sustainability science

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    A panorama of artificial and computational intelligence in games

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    This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area; (2) the relation of each area with respect to the end (human) user; and (3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.peer-reviewe
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