47,795 research outputs found

    Towards Avatars with Artificial Minds: Role of Semantic Memory

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    he first step towards creating avatars with human-like artificial minds is to give them human-like memory structures with an access to general knowledge about the world. This type of knowledge is stored in semantic memory. Although many approaches to modeling of semantic memories have been proposed they are not very useful in real life applications because they lack knowledge comparable to the common sense that humans have, and they cannot be implemented in a computationally efficient way. The most drastic simplification of semantic memory leading to the simplest knowledge representation that is sufficient for many applications is based on the Concept Description Vectors (CDVs) that store, for each concept, an information whether a given property is applicable to this concept or not. Unfortunately even such simple information about real objects or concepts is not available. Experiments with automatic creation of concept description vectors from various sources, including ontologies, dictionaries, encyclopedias and unstructured text sources are described. Haptek-based talking head that has an access to this memory has been created as an example of a humanized interface (HIT) that can interact with web pages and exchange information in a natural way. A few examples of applications of an avatar with semantic memory are given, including the twenty questions game and automatic creation of word puzzles

    Old Game, New Rules: Rethinking The Form of Physics

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    We investigate the modeling capabilities of sets of coupled classical harmonic oscillators (CHO) in the form of a modeling game. The application of simple but restrictive rules of the game lead to conditions for an isomorphism between Lie-algebras and real Clifford algebras. We show that the correlations between two coupled classical oscillators find their natural description in the Dirac algebra and allow to model aspects of special relativity, inertial motion, electromagnetism and quantum phenomena including spin in one go. The algebraic properties of Hamiltonian motion of low-dimensional systems can generally be related to certain types of interactions and hence to the dimensionality of emergent space-times. We describe the intrinsic connection between phase space volumes of a 2-dimensional oscillator and the Dirac algebra. In this version of a phase space interpretation of quantum mechanics the (components of the) spinor wave-function in momentum space are abstract canonical coordinates, and the integrals over the squared wave function represents second moments in phase space. The wave function in ordinary space-time can be obtained via Fourier transformation. Within this modeling game, 3+1-dimensional space-time is interpreted as a structural property of electromagnetic interaction. A generalization selects a series of Clifford algebras of specific dimensions with similar properties, specifically also 10- and 26-dimensional real Clifford algebras.Comment: 23 pages, no figure

    Opinion dynamics and decision of vote in bipolar political systems

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    A model of the opinion dynamics underlying the political decision is proposed. The analysis is restricted to a bipolar scheme with a possible third political area. The interaction among voters is local but the final decision strongly depends on global effects such as, for example, the rating of the governments. As in the realistic case, the individual decision making process is determined by the most relevant personal interests and problems. The phenomenological analysis of the national vote in Italy and Germany has been carried out and a prediction of the next Italian vote as a function of the government rating is presented.Comment: 8 pages, 1 figure. To be published in International Journal of Modern Physics

    DeepStory: Video Story QA by Deep Embedded Memory Networks

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    Question-answering (QA) on video contents is a significant challenge for achieving human-level intelligence as it involves both vision and language in real-world settings. Here we demonstrate the possibility of an AI agent performing video story QA by learning from a large amount of cartoon videos. We develop a video-story learning model, i.e. Deep Embedded Memory Networks (DEMN), to reconstruct stories from a joint scene-dialogue video stream using a latent embedding space of observed data. The video stories are stored in a long-term memory component. For a given question, an LSTM-based attention model uses the long-term memory to recall the best question-story-answer triplet by focusing on specific words containing key information. We trained the DEMN on a novel QA dataset of children's cartoon video series, Pororo. The dataset contains 16,066 scene-dialogue pairs of 20.5-hour videos, 27,328 fine-grained sentences for scene description, and 8,913 story-related QA pairs. Our experimental results show that the DEMN outperforms other QA models. This is mainly due to 1) the reconstruction of video stories in a scene-dialogue combined form that utilize the latent embedding and 2) attention. DEMN also achieved state-of-the-art results on the MovieQA benchmark.Comment: 7 pages, accepted for IJCAI 201

    On minimum integer representations of weighted games

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    We study minimum integer representations of weighted games, i.e., representations where the weights are integers and every other integer representation is at least as large in each component. Those minimum integer representations, if the exist at all, are linked with some solution concepts in game theory. Closing existing gaps in the literature, we prove that each weighted game with two types of voters admits a (unique) minimum integer representation, and give new examples for more than two types of voters without a minimum integer representation. We characterize the possible weights in minimum integer representations and give examples for t4t\ge 4 types of voters without a minimum integer representation preserving types, i.e., where we additionally require that the weights are equal within equivalence classes of voters.Comment: 29 page

    A model of influence in a social network

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    In the paper, we study a model of influence in a social network. It is assumed that each player has an inclination to say YES or NO which, due to influence of other players, may be different from the decision of the player. The point of departure here is the concept of the Hoede-Bakker index - the notion which computes the overall decisional "power" of a player in a social network. The main drawback of the Hoede-Bakker index is that it hides the actual role of the influence function, analyzing only the final decision in terms of success and failure. In this paper, we separate the influence part from the group decision part, and focus on the description and analysis of the influence part. We propose among other descriptive tools a definition of a (weighted) influence index of a coalition upon an individual. Moreover, we consider different influence functions representative of commonly encountered situations. Finally, we propose a suitable definition of a modified decisional power.Influence function, influence index, decisional power, social network.

    Different Approaches to Influence Based on Social Networks and Simple Games

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    We present an overview of research on a certain model of influence in a social network. Each agent has to make an acceptance/rejection decision, and he has an inclination to choose either the yes-action or the no-action. The agents are embedded in a social network which models influence between them. Due to the influence, a decision of an agent may differ from his preliminary inclination. Such a transformation between the agents' inclinations and their decisions are represented by an influence function. Follower functions encode the players who constantly follow the opinion of a given unanimous coalition. We examine properties of the influence and follower functions and study the relation between them. The model of influence is also compared to the framework of command games in which a simple game is built for each agent. We study the relation between command games and influence functions. We also define influence indices and determine the relations between these indices and some well-known power indices. Furthermore, we enlarge the set of possible yes/no actions to multi-choice games and investigate the analogous tools related to influence in the multi-choice model.influence ; social network ; influence function ; command game ; follower ; voting
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