8,437 research outputs found

    Observation of the Evolution of Hide and Seek AI

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    The purpose of this project is to observe the evolution of two artificial agents, a ‘Seeker’ and a ‘Hider’, as they play a simplified version of the game Hide and Seek. These agents will improve through machine learning, and will only be given an understanding of the rules of the game and the ability to navigate through the grid-like space where the game shall be played; they will not be taught or given any strategies, and will be made to learn from a clean slate. Of particular interest is observing the particular playstyle of hider and seeker intelligences as new elements are introduced into the game, such as obstacles, doors, among other environmental influences. Through this observation, I hope to identify not only key strategies in the game of hide and seek, but to achieve a greater understanding of the evolution of machine learning AI searching and hiding patterns, which are relevant to several fields such as networking, artificial intelligence, and cyber security

    CGAMES'2009

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    Virtual Reality Games for Motor Rehabilitation

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    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

    Stealth and a Transnational Politics of Location in Videogames

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    This article addresses Inderpal Grewal and Caren Kaplan’s call for transnational feminist research that makes visible “the material conditions that structure women’s lives in diverse locations” (17). The author argues that videogames can contribute to feminist scholarship by creating virtual spaces that simulate how a transnational politics of location plays out on women’s bodies. This article provides a spatial analysis of three videogames, RĂ©publique, Horizon: Zero Dawn, and Alien: Isolation, to show how the games’ procedures can persuade audiences to empathize with the surveillance and precarity of women’s bodies in real-life transnational experiences. While the games focus on “stealth,” the limitations provided by the gameplay simulate the different ways in which women’s bodies must “sneak” around national identities and rules, thus showing the ways in which a transnational politics of location creates “contradictory positions. . . [for women who] inhibit unitary identities” (Grewal and Kaplan 7)

    Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games

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    Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of àž—on-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [ĐĄÒ»Đ°ĐžĐ— .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'àžŁ classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result

    Integration of Action and Language Knowledge: A Roadmap for Developmental Robotics

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    “This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder." “Copyright IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.”This position paper proposes that the study of embodied cognitive agents, such as humanoid robots, can advance our understanding of the cognitive development of complex sensorimotor, linguistic, and social learning skills. This in turn will benefit the design of cognitive robots capable of learning to handle and manipulate objects and tools autonomously, to cooperate and communicate with other robots and humans, and to adapt their abilities to changing internal, environmental, and social conditions. Four key areas of research challenges are discussed, specifically for the issues related to the understanding of: 1) how agents learn and represent compositional actions; 2) how agents learn and represent compositional lexica; 3) the dynamics of social interaction and learning; and 4) how compositional action and language representations are integrated to bootstrap the cognitive system. The review of specific issues and progress in these areas is then translated into a practical roadmap based on a series of milestones. These milestones provide a possible set of cognitive robotics goals and test scenarios, thus acting as a research roadmap for future work on cognitive developmental robotics.Peer reviewe
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