29,628 research outputs found

    An expressive completeness theorem for coalgebraic modal mu-calculi

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    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

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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

    Emergence of Addictive Behaviors in Reinforcement Learning Agents

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    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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