280 research outputs found

    A Generalized Neural Network Approach to Mobile Robot Navigation and Obstacle Avoidance

    Get PDF
    In this thesis, we tackle the problem of extending neural network navigation algorithms for various types of mobile robots and 2-dimensional range sensors. We propose a general method to interpret the data from various types of 2-dimensional range sensors and a neural network algorithm to perform the navigation task. Our approach can yield a global navigation algorithm which can be applied to various types of range sensors and mobile robot platforms. Moreover, this method allows the neural networks to be trained using only one type of 2-dimensional range sensor, which contributes positively to reducing the time required for training the networks. Experimental results carried out in simulation environments demonstrate the effectiveness of our approach in mobile robot navigation for different kinds of robots and sensors. Therefore, the successful implementation of our method provides a solution to apply mobile robot navigation algorithms to various robot platforms

    Classificação de pacientes para adaptação de cadeira de rodas inteligente

    Get PDF
    Doutoramento em Engenharia InformáticaA importância e preocupação dedicadas à autonomia e independência das pessoas idosas e dos pacientes que sofrem de algum tipo de deficiência tem vindo a aumentar significativamente ao longo das últimas décadas. As cadeiras de rodas inteligentes (CRI) são tecnologias que podem ajudar este tipo de população a aumentar a sua autonomia, sendo atualmente uma área de investigação bastante ativa. Contudo, a adaptação das CRIs a pacientes específicos e a realização de experiências com utilizadores reais são assuntos de estudo ainda muito pouco aprofundados. A cadeira de rodas inteligente, desenvolvida no âmbito do Projeto IntellWheels, é controlada a alto nível utilizando uma interface multimodal flexível, recorrendo a comandos de voz, expressões faciais, movimentos de cabeça e através de joystick. Este trabalho teve como finalidade a adaptação automática da CRI atendendo às características dos potenciais utilizadores. Foi desenvolvida uma metodologia capaz de criar um modelo do utilizador. A investigação foi baseada num sistema de recolha de dados que permite obter e armazenar dados de voz, expressões faciais, movimentos de cabeça e do corpo dos pacientes. A utilização da CRI pode ser efetuada em diferentes situações em ambiente real e simulado e um jogo sério foi desenvolvido permitindo especificar um conjunto de tarefas a ser realizado pelos utilizadores. Os dados foram analisados recorrendo a métodos de extração de conhecimento, de modo a obter o modelo dos utilizadores. Usando os resultados obtidos pelo sistema de classificação, foi criada uma metodologia que permite selecionar a melhor interface e linguagem de comando da cadeira para cada utilizador. A avaliação para validação da abordagem foi realizada no âmbito do Projeto FCT/RIPD/ADA/109636/2009 - "IntellWheels - Intelligent Wheelchair with Flexible Multimodal Interface". As experiências envolveram um vasto conjunto de indivíduos que sofrem de diversos níveis de deficiência, em estreita colaboração com a Escola Superior de Tecnologia de Saúde do Porto e a Associação do Porto de Paralisia Cerebral. Os dados recolhidos através das experiências de navegação na CRI foram acompanhados por questionários preenchidos pelos utilizadores. Estes dados foram analisados estatisticamente, a fim de provar a eficácia e usabilidade na adequação da interface da CRI ao utilizador. Os resultados mostraram, em ambiente simulado, um valor de usabilidade do sistema de 67, baseado na opinião de uma amostra de pacientes que apresentam os graus IV e V (os mais severos) de Paralisia Cerebral. Foi também demonstrado estatisticamente que a interface atribuída automaticamente pela ferramenta tem uma avaliação superior à sugerida pelos técnicos de Terapia Ocupacional, mostrando a possibilidade de atribuir automaticamente uma linguagem de comando adaptada a cada utilizador. Experiências realizadas com distintos modos de controlo revelaram a preferência dos utilizadores por um controlo compartilhado com um nível de ajuda associado ao nível de constrangimento do paciente. Em conclusão, este trabalho demonstra que é possível adaptar automaticamente uma CRI ao utilizador com claros benefícios a nível de usabilidade e segurança.The importance and concern given to the autonomy and independence of elderly people and patients suffering from some kind of disability has been growing significantly in the last few decades. Intelligent wheelchairs (IW) are technologies that can increase the autonomy and independence of this kind of population and are nowadays a very active research area. However, the adaptations to users’ specificities and experiments with real users are topics that lack deeper studies. The intelligent wheelchair, developed in the context of the IntellWheels project, is controlled at a high-level through a flexible multimodal interface, using voice commands, facial expressions, head movements and joystick as its main input modalities. This work intended to develop a system enabling the automatic adaptation, to the user characteristics, of the previously developed intelligent wheelchair. A methodology was created enabling the creation of a user model. The research was based on the development of a data gathering system, enabling the collection and storage of data from voice commands, facial expressions, head and body movements from several patients with distinct disabilities such as Cerebral Palsy. The wheelchair can be used in different situations in real and simulated environments and a serious game was developed where different tasks may be performed by users. Data was analysed using knowledge discovery methods in order to create an automatic patient classification system. Based on the classification system, a methodology was developed enabling to select the best wheelchair interface and command language for each patient. Evaluation was performed in the context of Project FCT/RIPD/ADA/109636/ 2009 – “IntellWheels – Intelligent Wheelchair with Flexible Multimodal Interface”. Experiments were conducted, using a large set of patients suffering from severe physical constraints in close collaboration with Escola Superior de Tecnologia de Saúde do Porto and Associação do Porto de Paralisia Cerebral. The experiments using the intelligent wheelchair were followed by user questionnaires. The results were statistically analysed in order to prove the effectiveness and usability of the adaptation of the Intelligent Wheelchair multimodal interface to the user characteristics. The results obtained in a simulated environment showed a 67 score on the system usability scale based in the opinion of a sample of cerebral palsy patients with the most severe cases IV and V of the Gross Motor Function Scale. It was also statistically demonstrated that the data analysis system advised the use of an adapted interface with higher evaluation than the one suggested by the occupational therapists, showing the usefulness of defining a command language adapted to each user. Experiments conducted with distinct control modes revealed the users' preference for a shared control with an aid level taking into account the level of constraint of the patient. In conclusion, this work demonstrates that it is possible to adapt an intelligent wheelchair to the user with clear usability and safety benefits

    A Review of Rule Learning Based Intrusion Detection Systems and Their Prospects in Smart Grids

    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

    Intelligent energy management system in buildings

    Get PDF
    Energy management systems have become one of the most significant concepts in the power energy area, due to the dependency of nowadays human’s lifestyle on electrical appliances and increment of energy demand during the past decades. From a general perspective, the total energy consumption by humans can be divided into three main economic sectors, namely industry, transportation, and buildings. Based on recent studies, the buildings present the largest share of consumption, standing for approximately 40% of the total consumption. This fact makes buildings energy management the most important component of energy management. On another hand, according to the variety of different types of buildings and several existing consumption appliances, the management of energy consumption in the building becomes a challenging problem. The main goal of a building energy management system is to control the energy consumption of the building by considering several facts, such as current and estimated consumption and generation, the energy price and comfort of the users. Due to the complexity of this management and limitations of available information, most of the existing systems focus on optimizing the consumption value and the cost of the energy with less consideration of the comforts and habits of the users. Moreover, the context of decision-making is also not sufficiently explored. However, the energy management in the building can be designed based on an intelligent system which has the knowledge to estimate the comforts and needs of the users and acts based on this awareness. This work studies and develops an intelligent energy management system for buildings energy consumption. This system receives the historical data of the building and uses a set of artificial intelligence techniques as well as several designed rulesets and acts as a recommender system. The goal of the generated recommendations by this system is to attune the usage of the electrical appliances of the building by comforts and habits of the residents while considering the price of the electricity market and the current context. Results show that the system enables users to obtain a comfortable environment in the building in the most affordable way.Nas últimas décadas, a dependência do estilo de vida na elevada utilização de dispositivos elétricos e grande consumo energético, faz com que os sistemas de gestão de energia sejam um dos conceitos mais relevantes no setor energético. Numa perspetiva geral, o total da energia consumida divide-se essencialmente em três setores económicos: industrial, transporte e edifícios. Os edifícios têm a maior representatividade, correspondendo aproximadamente a 40% do consumo total. Assim, a gestão energética em edifícios é a componente com maior importância nesta área. Por outro lado, devido à variedade dos diferentes tipos de edifícios e dispositivos de consumo, a gestão do consumo de energia nos edifícios apresenta desafios. O objetivo principal de um sistema de gestão energética em edifícios consiste em controlar o consumo energético no edifício, considerando diversos fatores, tais como o consumo e produção atuais, a sua estimativa, o preço de mercado e conforto dos seus utilizadores. Perante a complexidade desta gestão e das limitações da informação disponível, a maioria dos sistemas tem foco na otimização do consumo e os seus custos, tendo em menor consideração o conforto e hábito dos utilizadores. Além disso, o contexto da tomada de decisão não é devidamente explorado, enquanto a gestão energética em edifícios pode ser baseada num sistema inteligente, cujo conhecimento pode estimar o conforto e necessidades dos seus utilizadores, e assim atuar com base nessa consciência. Este trabalho estuda e desenvolve um sistema inteligente para a gestão do consumo de energia em edifícios. O sistema recebe o histórico de dados de um edifício, e utiliza um conjunto de técnicas de inteligência artificial e conjuntos de regras, funcionando como um sistema de recomendações. O objetivo das recomendações geradas pelo sistema é adaptar os dispositivos elétricos do edifício ao conforto e hábitos dos utilizadores enquanto são considerados o preço de mercado e o contexto atual. Os resultados demonstram que o sistema permite aos utilizadores obter um ambiente confortável no edifício, da forma mais económica possível

    Demystifying Social Bots: On the Intelligence of Automated Social Media Actors

    Get PDF
    Recently, social bots, (semi-) automatized accounts in social media, gained global attention in the context of public opinion manipulation. Dystopian scenarios like the malicious amplification of topics, the spreading of disinformation, and the manipulation of elections through “opinion machines” created headlines around the globe. As a consequence, much research effort has been put into the classification and detection of social bots. Yet, it is still unclear how easy an average online media user can purchase social bots, which platforms they target, where they originate from, and how sophisticated these bots are. This work provides a much needed new perspective on these questions. By providing insights into the markets of social bots in the clearnet and darknet as well as an exhaustive analysis of freely available software tools for automation during the last decade, we shed light on the availability and capabilities of automated profiles in social media platforms. Our results confirm the increasing importance of social bot technology but also uncover an as yet unknown discrepancy of theoretical and practically achieved artificial intelligence in social bots: while literature reports on a high degree of intelligence for chat bots and assumes the same for social bots, the observed degree of intelligence in social bot implementations is limited. In fact, the overwhelming majority of available services and software are of supportive nature and merely provide modules of automation instead of fully fledged “intelligent” social bots

    Believability Assessment and Modelling in Video Games

    Get PDF
    Artificial Intelligence remains one of the most sought after subjects in computer science to this day. One of its subjects, and the focus of this thesis, is its application to video games as believable agents. This means focusing on implementing agents that behave like us rather than simply attempting to win, whether that means cooperating or competing like we do. Success in building more human-like characters can enhance immersion and enjoyment in games, thus potentially increasing its gameplay value. Ultimately, bringing benefits to the industry and academia. However, believability is a hard concept to define. It depends on how and what one considers to be ``believable'', which is often very subjective. This means that developing believable agents remains a sought out, albeit difficult, challenge. There are many approaches to development ranging from finite state machines or imitation learning to emotional models, with no single solution to creating a human-like agent. This problems remains when attempting to assess these solutions as well. Assessing the believability of agents, characters and simulated actors is also a core challenge for human-like behaviour. While numerous approaches are suggested in the literature, there is not a dominant solution for evaluation either. In addition, assessment rarely receives as much attention as development or modelling do. Mostly, it comes as a necessity of evaluating agents rather than focusing on how its process could affect the outcome of the evaluation itself. This thesis takes a different approach to developing believability and its assessment. For starters, it explores assessment first. In previous years, several researchers have tried to find ways of assessing human-like behaviour in games through adaptations of Turing Tests on their agents. Given the small pool of diversity of the explored parameters in believability assessment and a focus on programming the bots, this thesis starts by exploring different parameters for evaluating believability in video games. The objective of this work is to analyze the different ways believability can be assessed, for humans and non-player characters (NPCs) by comparing how results between them and scores are affected in both when changing the parameters. This thesis also explores the concept of believability and its need in video games in general. Another aspect of assessment explored in this thesis is believability's overall representation. Past research shows methodologies being limited to discrete and low-granularity representations of believable behaviour. This work will focus, for the first time, in viewing believability as a time-continuous phenomenon and explore the suitability of two different affect annotation schemes for its assessment. These techniques are also compared to previously used discrete methodologies, to understand how moment-to-moment assessment can contribute to these. In addition, this thesis studies the degree to which we can predict character believability in a continuous fashion. This is achieved by training random forest models to predict believability based on annotations of the context extracted from a game. It is then that this thesis tackles development. For this work, different solutions are combined into one and in a different order: this time-continuous data based on peoples' assessment of believability is modelled and integrated into a game agent to affect its behaviour. This results in a final comparison between two agents, where one uses a believability biased model and the other does not. Showing that biasing agents' behaviour with assessment data can increase their overall believability

    Hyperlink-extended pseudo relevance feedback for improved microblog retrieval

    Get PDF
    Microblog retrieval has received much attention in recent years due to the wide spread of social microblogging platforms such as Twitter. The main motive behind microblog retrieval is to serve users searching a big collection of microblogs a list of relevant documents (microblogs) matching their search needs. What makes microblog retrieval different from normal web retrieval is the short length of the user queries and the documents that you search in, which leads to a big vocabulary mismatch problem. Many research studies investigated different approaches for microblog retrieval. Query expansion is one of the approaches that showed stable performance for improving microblog retrieval effectiveness. Query expansion is used mainly to overcome the vocabulary mismatch problem between user queries and short relevant documents. In our work, we investigate existing query expansion method (Pseudo Relevance Feedback - PRF) comprehensively, and propose an extension using the information from hyperlinks attached to the top relevant documents. Our experimental results on TREC microblog data showed that Pseudo Relevance Feedback (PRF) alone could outperform many retrieval approaches if configured properly. We showed that combining the expansion terms with the original query by a weight, not to dilute the effect of the original query, could lead to superior results. The weighted combine of the expansion terms is different than what is commonly used in the literature by appending the expansion terms to the original query without weighting. We experimented using different weighting schemes, and empirically found that assigning a small weight for the expansion terms 0.2, and 0.8 for the original query performs the best for the three evaluation sets 2011, 2012, and 2013. We applied the previous weighting scheme to the most reported PRF configuration used in the literature and measured the retrieval performance. The P@30 performance achieved using our weighting scheme was 0.485, 0.4136, and 0.4811 compared to 0.4585, 0.3548, and 0.3861 without applying weighting for the three evaluation sets 2011, 2012 and 2013 respectively. The MAP performance achieved using our weighting scheme was 0.4386, 0.2845, and 0.3262 compared to 0.3592, 0.2074, and 0.2256 without applying weighting for the three evaluation sets 2011, 2012 and 2013 respectively. Results also showed that utilizing hyperlinked documents attached to the top relevant tweets in query expansion improves the results over traditional PRF. By utilizing hyperlinked documents in the query expansion our best runs achieved 0.5000, 0.4339, and 0.5546 P@30 compared to 0.4864, 0.4203, and 0.5322 when applying traditional PRF, and 0.4587, 0.3044, and 0.3584 MAP when applying traditional PRF compared to 0.4405, 0.2850, and 0.3492 when utilizing the hyperlinked document contents (using web page titles, and meta-descriptions) for the three evaluation sets 2011, 2012 and 2013 respectively. We explored different types of information extracted from the hyperlinked documents; we show that using the document titles and meta-descriptions helps in improving the retrieval performance the most. On the other hand, using the meta- keywords degraded the retrieval performance. For the test set released in 2013, using our hyperlinked-extended approach achieved the best improvement over the PRF baseline, 0.5546 P@30 compared to 0.5322 and 0.3584 MAP compared to 0.3492. For the test sets released in 2011 and 2012 we got less improvements over PRF, 0.5000, 0.4339 P@30 compared to 0.4864, 0.4203, and 0.4587, 0.3044 MAP compared to 0.4405, 0.2850. We showed that this behavior was due to the age of the collection, where a lot of hyperlinked documents were taken down or moved and we couldn\u27t get their information. Our best results achieved using hyperlink-extended PRF achieved statistically significant improvements over the traditional PRF for the test sets released in 2011, and 2013 using paired t-test with p-value \u3c 0.05. Moreover, our proposed approach outperformed the best results reported at TREC microblog track for the years 2011, and 2013, which applied more sophisticated algorithms. Our proposed approach achieved 0.5000, 0.5546 P@30 compared to 0.4551, 0.5528 achieved by the best runs in TREC, and 0.4587, 0.3584 MAP compared to 0.3350, 0.3524 for the evaluation sets of 2011 and 2013 respectively. The main contributions of our work can be listed as follows: 1. Providing a comprehensive study for the usage of traditional PRF with microblog retrieval using various configurations. 2. Introducing a hyperlink-based PRF approach for microblog retrieval by utilizing hyperlinks embedded in initially retrieved tweets, which showed a significant improvement to retrieval effectiveness

    An agent-independent task learning framework

    Get PDF
    We propose that for all situated agents, the process of task learning has many elements in common. A better understanding of these elements would be beneficial to both engineers attempting to design new agents for task learning and completion, and also to scientists seeking to better understand natural task learning. Therefore, this dissertation sets out our characterisation of agent-independent task learning, and explores its grounding in nature and utility in practise. We achieve this chiefly through the construction and demonstration of two novel task learning systems. Cross-Channel Observation and Imitation Learning (COIL; Wood and Bryson, 2007a,b) is our adaptation of Deb Roy’s Cross-Channel Early Lexical Learning System (CELL; Roy, 1999; Roy and Pentland, 2002) for agent-independent task learning by imitation. The General Task Learning Framework (GTLF) is built upon many of the principles learned through the development of COIL, and can additionally facilitate multi-modal, lifelong learning of complex skills and skill hierarchies. Both systems are validated through experiments conducted in the virtual reality-style game domain of Unreal Tournament (Digital Extremes, 1999). By applying agent-independent learning processes to virtual agents of this kind, we hope that researchers will be more inclined to consider them on a par with robots as tools for learning research.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Improving Video Game Balance Testing Using Autonomous Agents

    Get PDF
    As the complexity and scope of game development increase, playtesting (game testing) remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing gives space for improvements in the process. In this thesis, we research, design, and implement an approach to enhance game testing to balance video games. Instead of manually testing games, we present an automated approach with autonomous agents to aid game developers to assess the game's balance. We describe the process of training the agents, playing the game, and assessing the game balance using game attributes. We validated our testing process with two platform games. We conclude that the use of autonomous agents to test games is faster than the manual feedback loop and provides a viable solution for game balancing, showing spikes in difficulty between game versions and issues with the game design
    corecore