14 research outputs found
Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games
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 ทon-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. " [СһаОЗ .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'ร 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
Logic and lattices for a statistics advisor
The work partially reported here concerned the development ot a prototype Expert System for
giving advice about Statistics experiments, called ASA, and an inference engine to support
ASA, called ABASE.This involved discovering what knowledge was necessary for performing the task at a satis¬
factory level of competence, working out how to represent this knowledge in a computer, and
how to process the representations efficiently.Two areas of Statistical knowledge are described in detail: the classification of measure¬
ments and statistical variables, and the structure of elementary statistical experiments. A
knowledge representation system based on lattices is proposed, and it is shown that such
representations are learnable by computer programs, and lend themselves to particularly
efficient implementation.ABASE was influenced by MBASE, the inference engine of MECHO [Bundy et al 79a]. Both
are theorem provers working on typed function-free Horn clauses, with controlled creation of
new entities. Their type systems and proof procedures are radically different, though, and
ABASE is "conversational" while MBASE is not
Investigation, Development, and Evaluation of Performance Proving for Fault-tolerant Computers
A number of methodologies for verifying systems and computer based tools that assist users in verifying their systems were developed. These tools were applied to verify in part the SIFT ultrareliable aircraft computer. Topics covered included: STP theorem prover; design verification of SIFT; high level language code verification; assembly language level verification; numerical algorithm verification; verification of flight control programs; and verification of hardware logic
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Working notes of the 1991 spring symposium on constraint-based reasoning
Mobile Ad-Hoc Networks
Being infrastructure-less and without central administration control, wireless ad-hoc networking is playing a more and more important role in extending the coverage of traditional wireless infrastructure (cellular networks, wireless LAN, etc). This book includes state-of-the-art techniques and solutions for wireless ad-hoc networks. It focuses on the following topics in ad-hoc networks: quality-of-service and video communication, routing protocol and cross-layer design. A few interesting problems about security and delay-tolerant networks are also discussed. This book is targeted to provide network engineers and researchers with design guidelines for large scale wireless ad hoc networks