1,977 research outputs found

    Co-optimization: a generalization of coevolution

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    Many problems encountered in computer science are best stated in terms of interactions amongst individuals. For example, many problems are most naturally phrased in terms of finding a candidate solution which performs best against a set of test cases. In such situations, methods are needed to find candidate solutions which are expected to perform best over all test cases. Coevolution holds the promise of addressing such problems by employing principles from biological evolution, where populations of candidate solutions and test cases are evolved over time to produce higher quality solutions...This thesis presents a generalization of coevolution to co-optimization, where optimization techniques that do not rely on evolutionary principles may be used. Instead of introducing a new addition to coevolution in order to make it better suited for a particular class of problems, this thesis suggests removing the evolutionary model in favor of a technique better suited for that class of problems --Abstract, page iii

    On The Incorporation Of The Personality Factors Into Crowd Simulation

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    Recently, a considerable amount of research has been performed on simulating the collective behavior of pedestrians in the street or people finding their way inside a building or a room. Comprehensive reviews of the state of the art can be found in Schreckenberg and Deo (2002) and Batty, M., DeSyllas, J. and Duxbury, E. (2003). In all these simulation studies, one area that is lacking is accounting for the effects of human personalities on the outcome. As a result, there is a growing emphasis on researching the effects of human personalities and adding the results to the simulations to make them more realistic. This research investigated the possibility of incorporating personality factors into the crowd simulation model. The first part of this study explored the extraction of quantitative crowd motion from videos and developed a method to compare real video with the simulation output video. Several open source programs were examined and modified to obtain optical flow measurements from real videos captured at sporting events. Optical flow measurements provide information such as crowd density, average velocity with which individuals move in the crowd, as well as other parameters. These quantifiable optical flow calculations provided a strong method for comparing simulation results with those obtained from video footage captured in real life situations. The second part of the research focused on the incorporation of the personality factors into the crowd simulation. Existing crowd models such as HelbingU-Molnar-Farkas-Vicsek (HMFV) do not take individual personality factors into account. The most common approach employed by psychologists for studying personality traits is the Big Five factors or dimensions of personality (NEO: Neuroticism, Extroversion, Openness, Agreeableness and Conscientiousness). In this research forces related to the personality factors were incorporated into the crowd simulation models. The NEO-based forces were incorporated into an existing HMFV simulated implemented in the MASON simulation framework. The simulation results were validated using the quantification procedures developed in the first phase. This research reports on a major expansion of a simulation of pedestrian motion based on the model (HMFV) by Helbing, D., I. J. Farkas, P. Molnár, and T. Vicsek (2002). Example of actual behavior such as a crowd exiting church after service were simulated using NEO-based forces and show a striking resemblance to actual behavior as rated by behavior scientists

    Real-time biped character stepping

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    PhD ThesisA rudimentary biped activity that is essential in interactive evirtual worlds, such as video-games and training simulations, is stepping. For example, stepping is fundamental in everyday terrestrial activities that include walking and balance recovery. Therefore an effective 3D stepping control algorithm that is computationally fast and easy to implement is extremely valuable and important to character animation research. This thesis focuses on generating real-time controllable stepping motions on-the-fly without key-framed data that are responsive and robust (e.g.,can remain upright and balanced under a variety of conditions, such as pushes and dynami- cally changing terrain). In our approach, we control the character’s direction and speed by means of varying the stepposition and duration. Our lightweight stepping model is used to create coordinated full-body motions, which produce directable steps to guide the character with specific goals (e.g., following a particular path while placing feet at viable locations). We also create protective steps in response to random disturbances (e.g., pushes). Whereby, the system automatically calculates where and when to place the foot to remedy the disruption. In conclusion, the inverted pendulum has a number of limitations that we address and resolve to produce an improved lightweight technique that provides better control and stability using approximate feature enhancements, for instance, ankle-torque and elongated-body

    Feeling the life: a look into the visual culture of life scientists

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    In order to deal with human biological problems, life scientists have started investigating artificial ways of generating tissues and growing cells ? leading to the evolution of tissue engineering. In this paper we explore visualization practices of life scientists working within the domain of tissue engineering. We carried out a small scale ethnographic exploration with 8 scientists and explored that the real value of scientists' experiments (and simulations), reasoning and collaborative processes go beyond their end results. We observed that these scientists' three-dimensional reasoning, corporeal knowledge and intimacy with biological objects and tools play a vital role in overall success

    Editorial

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    The Role Of Simulation In The SY2000 Initiative

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    Report on how simulation can be used in education because it approximates, replicates or emulates the features of some task, setting, or context

    Multiagent Learning Through Indirect Encoding

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    Designing a system of multiple, heterogeneous agents that cooperate to achieve a common goal is a difficult task, but it is also a common real-world problem. Multiagent learning addresses this problem by training the team to cooperate through a learning algorithm. However, most traditional approaches treat multiagent learning as a combination of multiple single-agent learning problems. This perspective leads to many inefficiencies in learning such as the problem of reinvention, whereby fundamental skills and policies that all agents should possess must be rediscovered independently for each team member. For example, in soccer, all the players know how to pass and kick the ball, but a traditional algorithm has no way to share such vital information because it has no way to relate the policies of agents to each other. In this dissertation a new approach to multiagent learning that seeks to address these issues is presented. This approach, called multiagent HyperNEAT, represents teams as a pattern of policies rather than individual agents. The main idea is that an agent’s location within a canonical team layout (such as a soccer team at the start of a game) tends to dictate its role within that team, called the policy geometry. For example, as soccer positions move from goal to center they become more offensive and less defensive, a concept that is compactly represented as a pattern. iii The first major contribution of this dissertation is a new method for evolving neural network controllers called HyperNEAT, which forms the foundation of the second contribution and primary focus of this work, multiagent HyperNEAT. Multiagent learning in this dissertation is investigated in predator-prey, room-clearing, and patrol domains, providing a real-world context for the approach. Interestingly, because the teams in multiagent HyperNEAT are represented as patterns they can scale up to an infinite number of multiagent policies that can be sampled from the policy geometry as needed. Thus the third contribution is a method for teams trained with multiagent HyperNEAT to dynamically scale their size without further learning. Fourth, the capabilities to both learn and scale in multiagent HyperNEAT are compared to the traditional multiagent SARSA(λ) approach in a comprehensive study. The fifth contribution is a method for efficiently learning and encoding multiple policies for each agent on a team to facilitate learning in multi-task domains. Finally, because there is significant interest in practical applications of multiagent learning, multiagent HyperNEAT is tested in a real-world military patrolling application with actual Khepera III robots. The ultimate goal is to provide a new perspective on multiagent learning and to demonstrate the practical benefits of training heterogeneous, scalable multiagent teams through generative encoding

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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