29,628 research outputs found
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Interactive intelligence: behaviour-based AI, musical HCI and the Turing Test
The field of behaviour-based artificial intelligence (AI), with its roots in the robotics research of Rodney Brooks, is not predominantly tied to linguistic interaction in the sense of the classic Turing test (or, "imitation game"). Yet, it is worth noting, both are centred on a behavioural model of intelligence. Similarly, there is no intrinsic connection between musical AI and the language-based Turing test, though there have been many attempts to forge connections between them. Nonetheless, there are aspects of musical AI and the Turing test that can be considered in the context of non-language-based interactive environments–-in particular, when dealing with real-time musical AI, especially interactive improvisation software. This paper draws out the threads of intentional agency and human indistinguishability from Turing’s original 1950 characterisation of AI. On the basis of this distinction, it considers different approaches to musical AI. In doing so, it highlights possibilities for non-hierarchical interplay between human and computer agents
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Advancing the state of the art in the modelling and simulation of information systems evaluation
It is widely accepted that Information Systems Evaluation (ISE) is a powerful and useful technique
that can be used to assess IT/IS investments in an a-priori or a-posteriori sense. Traditional
approaches to ISE have tended to centre upon financial and management accounting frameworks,
seeking to reconcile tangible and intangible costs, benefits, risks and value factors. Such techniques,
however, do not provide the IS researcher or practitioner with further insight or appreciation of any
inherent and implicit inter-relationships, in the investment justification process. Thus, this paper
outlines and discusses via a taxonomy and resulting classification, alternative and complementary
approaches that can be applied to ISE from the fields of Artificial Intelligence (AI), Operational
Research (OR) and Management Science (MS). The paper subsequently concludes that such
approaches can be potentially used by researchers and practitioners in the field, as a basis for
carrying out further research in the field of applied ISE
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Simple environments fail as illustrations of intelligence: A review of R. Pfeifer and C. Scheier
The field of cognitive science has always supported a variety of modes of research, often polarised into those seeking high-level explanations of intelligence and those seeking low-level, perhaps even neuro-physiological, explanations. Each of these research directions permits, at least in part, a similar methodology based around the construction of detailed computational models, which justify their explanatory claims by matching behavioural data. We are fortunate at this time to witness the culmination of several decades of work from each of these research directions, and hopefully to find within them the basic ideas behind a complete theory of human intelligence. It is in this spirit that Rolf Pfeifer and Christian Scheier have written their book Understanding Intelligence. However, their aim is manifestly not to present an overview of all prior work in this field, but instead to argue forcefully for one particular interpretation – a synthetic approach, based around the explicit construction of autonomous agents. This approach is characterised by the Embodiment Hypothesis, which is presented as a complete framework for investigating intelligence, and exemplified by a number of computational models and robots to illustrate just how the field of cognitive science might develop in the future. We first provide an overview of their book, before describing some of our reservations about its contribution towards an understanding of intelligence
An expressive completeness theorem for coalgebraic modal mu-calculi
Generalizing standard monadic second-order logic for Kripke models, we
introduce monadic second-order logic interpreted over coalgebras for an
arbitrary set functor. We then consider invariance under behavioral equivalence
of MSO-formulas. More specifically, we investigate whether the coalgebraic
mu-calculus is the bisimulation-invariant fragment of the monadic second-order
language for a given functor. Using automatatheoretic techniques and building
on recent results by the third author, we show that in order to provide such a
characterization result it suffices to find what we call an adequate uniform
construction for the coalgebraic type functor. As direct applications of this
result we obtain a partly new proof of the Janin-Walukiewicz Theorem for the
modal mu-calculus, avoiding the use of syntactic normal forms, and bisimulation
invariance results for the bag functor (graded modal logic) and all exponential
polynomial functors (including the "game functor"). As a more involved
application, involving additional non-trivial ideas, we also derive a
characterization theorem for the monotone modal mu-calculus, with respect to a
natural monadic second-order language for monotone neighborhood models.Comment: arXiv admin note: substantial text overlap with arXiv:1501.0721
Affect and believability in game characters:a review of the use of affective computing in games
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
Emergence of Addictive Behaviors in Reinforcement Learning Agents
This paper presents a novel approach to the technical analysis of wireheading
in intelligent agents. Inspired by the natural analogues of wireheading and
their prevalent manifestations, we propose the modeling of such phenomenon in
Reinforcement Learning (RL) agents as psychological disorders. In a preliminary
step towards evaluating this proposal, we study the feasibility and dynamics of
emergent addictive policies in Q-learning agents in the tractable environment
of the game of Snake. We consider a slightly modified settings for this game,
in which the environment provides a "drug" seed alongside the original
"healthy" seed for the consumption of the snake. We adopt and extend an
RL-based model of natural addiction to Q-learning agents in this settings, and
derive sufficient parametric conditions for the emergence of addictive
behaviors in such agents. Furthermore, we evaluate our theoretical analysis
with three sets of simulation-based experiments. The results demonstrate the
feasibility of addictive wireheading in RL agents, and provide promising venues
of further research on the psychopathological modeling of complex AI safety
problems
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