3,626 research outputs found

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Review of the "Web:How2SolveIt"Website

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    Web:How2SolveIt is a website provided for Gakushuin University to help students understand maths concepts,mainly in the areas of Economics and Business.The site offers a practical collection of quality study material,with useful videos. The site has been evaluated by "walking through" the student interface,applying some typical user cases,which are typical usage stories of student users.We recommend a few changes to the site,which would help students to find what they need easily, making it more attractive for students and for academics who contribute their materials.For example,the Home Page should give more useful context information and a text-entry search box should always be visible,with which students can navigate the collection of teaching resources. An attractive feature of the site is the hand-written question sheets,which explain or amplify important teaching points.Some changes to the presentation of the sheets and the videos would make them easier for students to follow. A usability study,where a small number of volunteers from the target demographic are observed while carrying out typical tasks,would quickly and cheaply give valuable insight into the way that real users respond to the site. Directions for possible future development of the site include: Adding further explanations,videos,notes and formulae to cover further topics in Business Maths Adding further content from other lecturers Offering the site to other students outside the Economics Faculty Offering the site to High School Students Developing a bi-lingual version of the site for teaching through the medium of English as well as Japanese These future directions would involve varying degrees of additional effort and investment

    Space station architectural elements model study

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    The worksphere, a user controlled computer workstation enclosure, was expanded in scope to an engineering workstation suitable for use on the Space Station as a crewmember desk in orbit. The concept was also explored as a module control station capable of enclosing enough equipment to control the station from each module. The concept has commercial potential for the Space Station and surface workstation applications. The central triangular beam interior configuration was expanded and refined to seven different beam configurations. These included triangular on center, triangular off center, square, hexagonal small, hexagonal medium, hexagonal large and the H beam. Each was explored with some considerations as to the utilities and a suggested evaluation factor methodology was presented. Scale models of each concept were made. The models were helpful in researching the seven beam configurations and determining the negative residual (unused) volume of each configuration. A flexible hardware evaluation factor concept is proposed which could be helpful in evaluating interior space volumes from a human factors point of view. A magnetic version with all the graphics is available from the author or the technical monitor

    Genie: A Generator of Natural Language Semantic Parsers for Virtual Assistant Commands

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    To understand diverse natural language commands, virtual assistants today are trained with numerous labor-intensive, manually annotated sentences. This paper presents a methodology and the Genie toolkit that can handle new compound commands with significantly less manual effort. We advocate formalizing the capability of virtual assistants with a Virtual Assistant Programming Language (VAPL) and using a neural semantic parser to translate natural language into VAPL code. Genie needs only a small realistic set of input sentences for validating the neural model. Developers write templates to synthesize data; Genie uses crowdsourced paraphrases and data augmentation, along with the synthesized data, to train a semantic parser. We also propose design principles that make VAPL languages amenable to natural language translation. We apply these principles to revise ThingTalk, the language used by the Almond virtual assistant. We use Genie to build the first semantic parser that can support compound virtual assistants commands with unquoted free-form parameters. Genie achieves a 62% accuracy on realistic user inputs. We demonstrate Genie's generality by showing a 19% and 31% improvement over the previous state of the art on a music skill, aggregate functions, and access control.Comment: To appear in PLDI 201

    Curriculum Guidelines for Undergraduate Programs in Data Science

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    The Park City Math Institute (PCMI) 2016 Summer Undergraduate Faculty Program met for the purpose of composing guidelines for undergraduate programs in Data Science. The group consisted of 25 undergraduate faculty from a variety of institutions in the U.S., primarily from the disciplines of mathematics, statistics and computer science. These guidelines are meant to provide some structure for institutions planning for or revising a major in Data Science

    A Survey of User Interfaces for Robot Teleoperation

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    Robots are used today to accomplish many tasks in society, be it in industry, at home, or as helping tools on tragic incidents. The human-robot systems currently developed span a broad variety of applications and are typically very different from one another. The interaction techniques designed for each system are also very different, although some effort has been directed in defining common properties and strategies for guiding human-robot interaction (HRI) development. This work aims to present the state-of-the-art in teleoperation interaction techniques between robots and their users. By presenting potentially useful design models and motivating discussions on topics to which the research community has been paying little attention lately, we also suggest solutions to some of the design and operational problems being faced in this area
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