300 research outputs found

    FML-based Prediction Agent and Its Application to Game of Go

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    In this paper, we present a robotic prediction agent including a darkforest Go engine, a fuzzy markup language (FML) assessment engine, an FML-based decision support engine, and a robot engine for game of Go application. The knowledge base and rule base of FML assessment engine are constructed by referring the information from the darkforest Go engine located in NUTN and OPU, for example, the number of MCTS simulations and winning rate prediction. The proposed robotic prediction agent first retrieves the database of Go competition website, and then the FML assessment engine infers the winning possibility based on the information generated by darkforest Go engine. The FML-based decision support engine computes the winning possibility based on the partial game situation inferred by FML assessment engine. Finally, the robot engine combines with the human-friendly robot partner PALRO, produced by Fujisoft incorporated, to report the game situation to human Go players. Experimental results show that the FML-based prediction agent can work effectively.Comment: 6 pages, 12 figures, Joint 17th World Congress of International Fuzzy Systems Association and 9th International Conference on Soft Computing and Intelligent Systems (IFSA-SCIS 2017), Otsu, Japan, Jun. 27-30, 201

    Ontology-based Fuzzy Markup Language Agent for Student and Robot Co-Learning

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    An intelligent robot agent based on domain ontology, machine learning mechanism, and Fuzzy Markup Language (FML) for students and robot co-learning is presented in this paper. The machine-human co-learning model is established to help various students learn the mathematical concepts based on their learning ability and performance. Meanwhile, the robot acts as a teacher's assistant to co-learn with children in the class. The FML-based knowledge base and rule base are embedded in the robot so that the teachers can get feedback from the robot on whether students make progress or not. Next, we inferred students' learning performance based on learning content's difficulty and students' ability, concentration level, as well as teamwork sprit in the class. Experimental results show that learning with the robot is helpful for disadvantaged and below-basic children. Moreover, the accuracy of the intelligent FML-based agent for student learning is increased after machine learning mechanism.Comment: This paper is submitted to IEEE WCCI 2018 Conference for revie

    The SEMAINE API: Towards a Standards-Based Framework for Building Emotion-Oriented Systems

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    This paper presents the SEMAINE API, an open source framework for building emotion-oriented systems. By encouraging and simplifying the use of standard representation formats, the framework aims to contribute to interoperability and reuse of system components in the research community. By providing a Java and C++ wrapper around a message-oriented middleware, the API makes it easy to integrate components running on different operating systems and written in different programming languages. The SEMAINE system 1.0 is presented as an example of a full-scale system built on top of the SEMAINE API. Three small example systems are described in detail to illustrate how integration between existing and new components is realised with minimal effort

    Feature interaction in composed systems. Proceedings. ECOOP 2001 Workshop #08 in association with the 15th European Conference on Object-Oriented Programming, Budapest, Hungary, June 18-22, 2001

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    Feature interaction is nothing new and not limited to computer science. The problem of undesirable feature interaction (feature interaction problem) has already been investigated in the telecommunication domain. Our goal is the investigation of feature interaction in componet-based systems beyond telecommunication. This Technical Report embraces all position papers accepted at the ECOOP 2001 workshop no. 08 on "Feature Interaction in Composed Systems". The workshop was held on June 18, 2001 at Budapest, Hungary

    The SEMAINE API : a component integration framework for a naturally interacting and emotionally competent embodied conversational agent

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    The present thesis addresses the topic area of Embodied Conversational Agents (ECAs) with capabilities for natural interaction with a human user and emotional competence with respect to the perception and generation of emotional expressivity. The focus is on the technological underpinnings that facilitate the implementation of a real-time system with these capabilities, built from re-usable components. The thesis comprises three main contributions. First, it describes a new component integration framework, the SEMAINE API, which makes it easy to build emotion-oriented systems from components which interact with one another using standard and pre-standard XML representations. Second, it presents a prepare-and-trigger system architecture which substantially speeds up the time to animation for system utterances that can be pre-planned. Third, it reports on the W3C Emotion Markup Language, an upcoming web standard for representing emotions in technological systems. We assess critical aspects of system performance, showing that the framework provides a good basis for implementing real-time interactive ECA systems, and illustrate by means of three examples that the SEMAINE API makes it is easy to build new emotion-oriented systems from new and existing components.Die vorliegende Dissertation behandelt das Thema der virtuellen Agenten mit Fähigkeiten zur natürlichen Benutzer-Interaktion sowie emotionaler Kompetenz bzgl. der Wahrnehmung und Generierung emotionalen Ausdrucks. Der Schwerpunkt der Arbeit liegt auf den technologischen Grundlagen für die Implementierung eines echtzeitfähigen Systems mit diesen Fähigkeiten, das aus wiederverwendbaren Komponenten erstellt werden kann. Die Arbeit umfasst drei Kernaspekte. Zum Einen beschreibt sie ein neues Framework zur Komponenten-Integration, die SEMAINE API: Diese erleichtert die Erstellung von Emotions-orientierten Systemen aus Komponenten, die untereinander mittels Standard- oder Prä-Standard-Repräsentationen kommunizieren. Zweitens wird eine Systemarchitektur vorgestellt, welche Vorbereitung und Auslösung von Systemverhalten entkoppelt und so zu einer substanziellen Beschleunigung der Generierungszeit führt, wenn Systemäußerungen im Voraus geplant werden können. Drittens beschreibt die Arbeit die W3C Emotion Markup Language, einen werdenden Web-Standard zur Repräsentation von Emotionen in technologischen Systemen. Es werden kritische Aspekte der Systemperformanz untersucht, wodurch gezeigt wird, dass das Framework eine gute Basis für die Implementierung echtzeitfähiger interaktiver Agentensysteme darstellt. Anhand von drei Beispielen wird illustriert, dass mit der SEMAINE API leicht neue Emotions-orientierte Systeme aus neuen und existierenden Komponenten erstellt werden können
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