6,470 research outputs found

    Artificial Intelligence in the Context of Human Consciousness

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    Artificial intelligence (AI) can be defined as the ability of a machine to learn and make decisions based on acquired information. AI’s development has incited rampant public speculation regarding the singularity theory: a futuristic phase in which intelligent machines are capable of creating increasingly intelligent systems. Its implications, combined with the close relationship between humanity and their machines, make achieving understanding both natural and artificial intelligence imperative. Researchers are continuing to discover natural processes responsible for essential human skills like decision-making, understanding language, and performing multiple processes simultaneously. Artificial intelligence attempts to simulate these functions through techniques like artificial neural networks, Markov Decision Processes, Human Language Technology, and Multi-Agent Systems, which rely upon a combination of mathematical models and hardware

    Game Theory Solutions in Sensor-Based Human Activity Recognition: A Review

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    The Human Activity Recognition (HAR) tasks automatically identify human activities using the sensor data, which has numerous applications in healthcare, sports, security, and human-computer interaction. Despite significant advances in HAR, critical challenges still exist. Game theory has emerged as a promising solution to address these challenges in machine learning problems including HAR. However, there is a lack of research work on applying game theory solutions to the HAR problems. This review paper explores the potential of game theory as a solution for HAR tasks, and bridges the gap between game theory and HAR research work by suggesting novel game-theoretic approaches for HAR problems. The contributions of this work include exploring how game theory can improve the accuracy and robustness of HAR models, investigating how game-theoretic concepts can optimize recognition algorithms, and discussing the game-theoretic approaches against the existing HAR methods. The objective is to provide insights into the potential of game theory as a solution for sensor-based HAR, and contribute to develop a more accurate and efficient recognition system in the future research directions

    Inductive logic programming at 30

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    Inductive logic programming (ILP) is a form of logic-based machine learning. The goal of ILP is to induce a hypothesis (a logic program) that generalises given training examples and background knowledge. As ILP turns 30, we survey recent work in the field. In this survey, we focus on (i) new meta-level search methods, (ii) techniques for learning recursive programs that generalise from few examples, (iii) new approaches for predicate invention, and (iv) the use of different technologies, notably answer set programming and neural networks. We conclude by discussing some of the current limitations of ILP and discuss directions for future research.Comment: Extension of IJCAI20 survey paper. arXiv admin note: substantial text overlap with arXiv:2002.11002, arXiv:2008.0791

    An Actor-Centric Approach to Facial Animation Control by Neural Networks For Non-Player Characters in Video Games

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    Game developers increasingly consider the degree to which character animation emulates facial expressions found in cinema. Employing animators and actors to produce cinematic facial animation by mixing motion capture and hand-crafted animation is labor intensive and therefore expensive. Emotion corpora and neural network controllers have shown promise toward developing autonomous animation that does not rely on motion capture. Previous research and practice in disciplines of Computer Science, Psychology and the Performing Arts have provided frameworks on which to build a workflow toward creating an emotion AI system that can animate the facial mesh of a 3d non-player character deploying a combination of related theories and methods. However, past investigations and their resulting production methods largely ignore the emotion generation systems that have evolved in the performing arts for more than a century. We find very little research that embraces the intellectual process of trained actors as complex collaborators from which to understand and model the training of a neural network for character animation. This investigation demonstrates a workflow design that integrates knowledge from the performing arts and the affective branches of the social and biological sciences. Our workflow begins at the stage of developing and annotating a fictional scenario with actors, to producing a video emotion corpus, to designing training and validating a neural network, to analyzing the emotion data annotation of the corpus and neural network, and finally to determining resemblant behavior of its autonomous animation control of a 3d character facial mesh. The resulting workflow includes a method for the development of a neural network architecture whose initial efficacy as a facial emotion expression simulator has been tested and validated as substantially resemblant to the character behavior developed by a human actor

    Efficient Decision Support Systems

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    This series is directed to diverse managerial professionals who are leading the transformation of individual domains by using expert information and domain knowledge to drive decision support systems (DSSs). The series offers a broad range of subjects addressed in specific areas such as health care, business management, banking, agriculture, environmental improvement, natural resource and spatial management, aviation administration, and hybrid applications of information technology aimed to interdisciplinary issues. This book series is composed of three volumes: Volume 1 consists of general concepts and methodology of DSSs; Volume 2 consists of applications of DSSs in the biomedical domain; Volume 3 consists of hybrid applications of DSSs in multidisciplinary domains. The book is shaped upon decision support strategies in the new infrastructure that assists the readers in full use of the creative technology to manipulate input data and to transform information into useful decisions for decision makers

    Annotated Bibliography: Anticipation

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    Fourteenth Biennial Status Report: März 2017 - February 2019

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    How to Do Machine Learning with Small Data? -- A Review from an Industrial Perspective

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    Artificial intelligence experienced a technological breakthrough in science, industry, and everyday life in the recent few decades. The advancements can be credited to the ever-increasing availability and miniaturization of computational resources that resulted in exponential data growth. However, because of the insufficient amount of data in some cases, employing machine learning in solving complex tasks is not straightforward or even possible. As a result, machine learning with small data experiences rising importance in data science and application in several fields. The authors focus on interpreting the general term of "small data" and their engineering and industrial application role. They give a brief overview of the most important industrial applications of machine learning and small data. Small data is defined in terms of various characteristics compared to big data, and a machine learning formalism was introduced. Five critical challenges of machine learning with small data in industrial applications are presented: unlabeled data, imbalanced data, missing data, insufficient data, and rare events. Based on those definitions, an overview of the considerations in domain representation and data acquisition is given along with a taxonomy of machine learning approaches in the context of small data

    Beyond human-likeness: Socialness is more influential when attributing mental states to robots

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    We sought to replicate and expand previous work showing that the more human-like a robot appears, the more willing people are to attribute mind-like capabilities and socially engage with it. Forty-two participants played games against a human, a humanoid robot, a mechanoid robot, and a computer algorithm while undergoing functional neuroimaging. We confirmed that the more human-like the agent, the more participants attributed a mind to them. However, exploratory analyses revealed that the perceived socialness of an agent appeared to be as, if not more, important for mind attribution. Our findings suggest top-down knowledge cues may be equally or possibly more influential than bottom-up stimulus cues when exploring mind attribution in non-human agents. While further work is now required to test this hypothesis directly, these preliminary findings hold important implications for robotic design and to understand and test the flexibility of human social cognition when people engage with artificial agent
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