97,652 research outputs found

    Agent-Based Computing: Promise and Perils

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    Agent-based computing represents an exciting new synthesis both for Artificial Intelligence (AI) and, more generally, Computer Science. It has the potential to significantly improve the theory and practice of modelling, designing and implementing complex systems. Yet, to date, there has been little systematic analysis of what makes an agent such an appealing and powerful conceptual model. Moreover, even less effort has been devoted to exploring the inherent disadvantages that stem from adopting an agent-oriented view. Here both sets of issues are explored. The standpoint of this analysis is the role of agent-based software in solving complex, real-world problems. In particular, it will be argued that the development of robust and scalable software systems requires autonomous agents that can complete their objectives while situated in a dynamic and uncertain environment, that can engage in rich, high-level social interactions, and that can operate within flexible organisational structures

    On Agent-Based Software Engineering

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    Agent-based computing represents an exciting new synthesis both for Artificial Intelligence (AI) and, more generally, Computer Science. It has the potential to significantly improve the theory and the practice of modeling, designing, and implementing computer systems. Yet, to date, there has been little systematic analysis of what makes the agent-based approach such an appealing and powerful computational model. Moreover, even less effort has been devoted to discussing the inherent disadvantages that stem from adopting an agent-oriented view. Here both sets of issues are explored. The standpoint of this analysis is the role of agent-based software in solving complex, real-world problems. In particular, it will be argued that the development of robust and scalable software systems requires autonomous agents that can complete their objectives while situated in a dynamic and uncertain environment, that can engage in rich, high-level social interactions, and that can operate within flexible organisational structures

    Transfer Scenarios: Grounding Innovation with Marginal Practices

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    Transfer scenarios is a method developed to support the design of innovative interactive technology. Such a method should help the designer to come up with inventive ideas, and at the same time provide grounding in real human needs. In transfer scenarios, we use marginal practices to encourage a changed mindset throughout the design process. A marginal practice consists of individuals who share an activity that they find meaningful. We regard these individuals not as end-users, but as valuable input in the design process. We applied this method when designing novel applications for autonomous embodied agents, e.g. robots. Owners of unusual pets, such as snakes and spiders, were interviewed - not with the intention to design robot pets, but to determine underlying needs and interests of their practice. The results were then used to design a set of applications for more general users, including a dynamic living-room wall and a set of communicating hobby robots

    Agent oriented AmI engineering

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    Taking Turing by Surprise? Designing Digital Computers for morally-loaded contexts

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    There is much to learn from what Turing hastily dismissed as Lady Lovelace s objection. Digital computers can indeed surprise us. Just like a piece of art, algorithms can be designed in such a way as to lead us to question our understanding of the world, or our place within it. Some humans do lose the capacity to be surprised in that way. It might be fear, or it might be the comfort of ideological certainties. As lazy normative animals, we do need to be able to rely on authorities to simplify our reasoning: that is ok. Yet the growing sophistication of systems designed to free us from the constraints of normative engagement may take us past a point of no-return. What if, through lack of normative exercise, our moral muscles became so atrophied as to leave us unable to question our social practices? This paper makes two distinct normative claims: 1. Decision-support systems should be designed with a view to regularly jolting us out of our moral torpor. 2. Without the depth of habit to somatically anchor model certainty, a computer s experience of something new is very different from that which in humans gives rise to non-trivial surprises. This asymmetry has key repercussions when it comes to the shape of ethical agency in artificial moral agents. The worry is not just that they would be likely to leap morally ahead of us, unencumbered by habits. The main reason to doubt that the moral trajectories of humans v. autonomous systems might remain compatible stems from the asymmetry in the mechanisms underlying moral change. Whereas in humans surprises will continue to play an important role in waking us to the need for moral change, cognitive processes will rule when it comes to machines. This asymmetry will translate into increasingly different moral outlooks, to the point of likely unintelligibility. The latter prospect is enough to doubt the desirability of autonomous moral agents

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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