244,791 research outputs found

    VirtualHome: Simulating Household Activities via Programs

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    In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral

    Learning to Speak and Act in a Fantasy Text Adventure Game

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    We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully

    Feedback, Learning Outcomes and Mathematics Anxiety in a Digital Game Based Learning Approach in Mathematics Education

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    Feedback is a crucial part of learning, and an essential element in digital game-based learning approaches, in which digital games - known as \u27serious games\u27 - are used to deliver educational content. Feedback features respond to players\u27 actions within the game, providing them with information and guidance, as well as potentially impacting their learning, motivation and engagement. However, these features may be designed differently, since they include various distinct characteristics and dimensions. This work proposes a new taxonomy for feedback features in serious games, with an emphasis in game design aspects, in order to provide clearer descriptions and distinctions of different feedback characteristics.https://arrow.tudublin.ie/cddpos/1005/thumbnail.jp

    Behavior Trees in Robotics and AI: An Introduction

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    A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics. In this book, we will first give an introduction to BTs, then we describe how BTs relate to, and in many cases generalize, earlier switching structures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. Properties such as safety, robustness, and efficiency are important for an autonomous system, and we describe a set of tools for formally analyzing these using a state space description of BTs. With the new analysis tools, we can formalize the descriptions of how BTs generalize earlier approaches. We also show the use of BTs in automated planning and machine learning. Finally, we describe an extended set of tools to capture the behavior of Stochastic BTs, where the outcomes of actions are described by probabilities. These tools enable the computation of both success probabilities and time to completion

    Discovering User-Interpretable Capabilities of Black-Box Planning Agents

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    Several approaches have been developed for answering users' specific questions about AI behavior and for assessing their core functionality in terms of primitive executable actions. However, the problem of summarizing an AI agent's broad capabilities for a user is comparatively new. This paper presents an algorithm for discovering from scratch the suite of high-level "capabilities" that an AI system with arbitrary internal planning algorithms/policies can perform. It computes conditions describing the applicability and effects of these capabilities in user-interpretable terms. Starting from a set of user-interpretable state properties, an AI agent, and a simulator that the agent can interact with, our algorithm returns a set of high-level capabilities with their parameterized descriptions. Empirical evaluation on several game-based scenarios shows that this approach efficiently learns descriptions of various types of AI agents in deterministic, fully observable settings. User studies show that such descriptions are easier to understand and reason with than the agent's primitive actions.Comment: KR 202

    The Plame Game: framing a political scandal

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    The media play an important role in society. They interpret political events, actions, policies, and scandals in a manner that citizens can understand. The media use frames to assist in interpretations and descriptions. They may create their own frames or use frames supplied by the political elites. Frames can also lead to biased coverage when used to omit details or present someone in a favorable or unfavorable manner. This study examines the frames the media used during the coverage of President George W. Bush’s first political scandal, the “Plame Game.” On July 14, 2003, Robert Novak exposed the identity of CIA agent Valerie Plame in his syndicated editorial column. Over the next five years the media followed the “Plame Game” scandal using frames to describe the actors and their actions. A content analysis of three national newspapers shows that the media did use frames in their coverage of this political scandal. The media used frames they created and some that political elites gave them through interviews and press releases. Over the five years, the frames associated with each actor in the “Plame Game” did change. Even though some individual articles are biased in their coverage of the actors in the scandal, statistical results prove that the cumulative coverage of the “Plame Game” was balanced. This means that an equal number of positive and negative frames were used to describe each actor and their actions over the course of five years. Little research deals with media framing of political scandals. The results of this study can aid in future research of political scandal framing, and can extend the already existing wealth of framing research

    Language Understanding for Text-based Games Using Deep Reinforcement Learning

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    In this paper, we consider the task of learning control policies for text-based games. In these games, all interactions in the virtual world are through text and the underlying state is not observed. The resulting language barrier makes such environments challenging for automatic game players. We employ a deep reinforcement learning framework to jointly learn state representations and action policies using game rewards as feedback. This framework enables us to map text descriptions into vector representations that capture the semantics of the game states. We evaluate our approach on two game worlds, comparing against baselines using bag-of-words and bag-of-bigrams for state representations. Our algorithm outperforms the baselines on both worlds demonstrating the importance of learning expressive representations.Comment: 11 pages, Appearing at EMNLP, 201

    Ludii -- The Ludemic General Game System

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    While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic" general game system Ludii, which has the potential to provide an efficient tool for AI researchers as well as game designers, historians, educators and practitioners in related fields. Ludii defines games as structures of ludemes -- high-level, easily understandable game concepts -- which allows for concise and human-understandable game descriptions. We formally describe Ludii and outline its main benefits: generality, extensibility, understandability and efficiency. Experimentally, Ludii outperforms one of the most efficient Game Description Language (GDL) reasoners, based on a propositional network, in all games available in the Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of performance with the more recently proposed Regular Boardgames (RBG) system, and has various advantages in qualitative aspects such as generality.Comment: Accepted at ECAI 202
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