34 research outputs found

    Four-dimensional geometry applied to video game design

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    This project aimed to develop and evaluate "Realm Paradox," a video game designed to introduce the concept of the 4th dimension to a broad audience. The game had educational components and went through a rigorous playtesting procedure to see how well it will help players better grasp the fourth dimension. Through the analysis of playtest data and participant feedback, it was determined that the game successfully improved players' comprehension of the 4th dimension. Overall, "Realm Paradox" demonstrated its potential as an engaging and educational tool for exploring higher dimensional concepts

    Artificial general intelligence: Proceedings of the Second Conference on Artificial General Intelligence, AGI 2009, Arlington, Virginia, USA, March 6-9, 2009

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    Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI – to create broad human-like and transhuman intelligence, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. Due to the difficulty of this task, for the last few decades the majority of AI researchers have focused on what has been called narrow AI – the production of AI systems displaying intelligence regarding specific, highly constrained tasks. In recent years, however, more and more researchers have recognized the necessity – and feasibility – of returning to the original goals of the field. Increasingly, there is a call for a transition back to confronting the more difficult issues of human level intelligence and more broadly artificial general intelligence

    Searching by learning: Exploring artificial general intelligence on small board games by deep reinforcement learning

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    In deep reinforcement learning, searching and learning techniques are two important components. They can be used independently and in combination to deal with different problems in AI. These results have inspired research into artificial general intelligence (AGI).We study table based classic Q-learning on the General Game Playing (GGP) system, showing that classic Q-learning works on GGP, although convergence is slow, and it is computationally expensive to learn complex games.This dissertation uses an AlphaZero-like self-play framework to explore AGI on small games. By tuning different hyper-parameters, the role, effects and contributions of searching and learning are studied. A further experiment shows that search techniques can contribute as experts to generate better training examples to speed up the start phase of training.In order to extend the AlphaZero-likeself-play approach to single player complex games, the Morpion Solitaire game is implemented by combining Ranked Reward method. Our first AlphaZero-based approach is able to achieve a near human best record.Overall, in this thesis, both searching and learning techniques are studied (by themselves and in combination) in GGP and AlphaZero-like self-play systems. We do so for the purpose of making steps towards artificial general intelligence, towards systems that exhibit intelligent behavior in more than one domain. China Scholarship CouncilAlgorithms and the Foundations of Software technolog
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