63,986 research outputs found
Integration of psychological models in the design of artificial creatures
Artificial creatures form an increasingly important component of interactive computer games. Examples of such creatures exist which can interact with each other and the game player and learn from their experiences. However, we argue, the design of the underlying architecture and algorithms has to a large extent overlooked knowledge from psychology and cognitive sciences. We explore the integration of observations from studies of motivational systems and emotional behaviour into the design of artificial creatures. An initial implementation of our ideas using the âsim agentâ toolkit illustrates that physiological models can be used as the basis for creatures with animal like behaviour attributes. The current aim of this research is to increase the ârealismâ of artificial creatures in interactive game-play, but it may have wider implications for the development of AI
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Towards Learning âSelfâ and Emotional Knowledge in Social and Cultural Human-Agent Interactions
Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe
Emotion, deliberation, and the skill model of virtuous agency
A recent skeptical challenge denies deliberation is essential to virtuous agency: what looks like genuine deliberation is just a post hoc rationalization of a decision already made by automatic mechanisms (Haidt 2001; Doris 2015). Annasâs account of virtue seems well-equipped to respond: by modeling virtue on skills, she can agree that virtuous actions are deliberation-free while insisting that their development requires significant thought. But Annasâs proposal is flawed: it over-intellectualizes deliberationâs developmental role and under-intellectualizes its significance once virtue is acquired. Doing better requires paying attention to a distinctive form of anxietyâone that functions to engage deliberation in the face of decisions that automatic mechanisms alone cannot resolve
The use of emotions in the implementation of various types of learning in a cognitive agent
Les tuteurs professionnels humains sont capables de prendre en considĂ©ration des Ă©vĂ©nements du passĂ© et du prĂ©sent et ont une capacitĂ© d'adaptation en fonction d'Ă©vĂ©nements sociaux. Afin d'ĂȘtre considĂ©rĂ© comme une technologie valable pour l'amĂ©lioration de l'apprentissage humain, un agent cognitif artificiel devrait pouvoir faire de mĂȘme. Puisque les environnements dynamiques sont en constante Ă©volution, un agent cognitif doit pareillement Ă©voluer et s'adapter aux modifications structurales et aux phĂ©nomĂšnes nouveaux. Par consĂ©quent, l'agent cognitif idĂ©al devrait possĂ©der des capacitĂ©s d'apprentissage similaires Ă celles que l'on retrouve chez l'ĂȘtre humain ; l'apprentissage Ă©motif, l'apprentissage Ă©pisodique, l'apprentissage procĂ©dural, et l'apprentissage causal. Cette thĂšse contribue Ă l'amĂ©lioration des architectures d'agents cognitifs. Elle propose 1) une mĂ©thode d'intĂ©gration des Ă©motions inspirĂ©e du fonctionnement du cerveau; et 2) un ensemble de mĂ©thodes d'apprentissage (Ă©pisodique, causale, etc.) qui tiennent compte de la dimension Ă©motionnelle. Le modĂšle proposĂ© que nous avons appelĂ© CELTS (Conscious Emotional Learning Tutoring System) est une extension d'un agent cognitif conscient dans le rĂŽle d'un tutoriel intelligent. Il comporte un module de gestion des Ă©motions qui permet d'attribuer des valences Ă©motionnelles positives ou nĂ©gatives Ă chaque Ă©vĂ©nement perçu par l'agent. Deux voies de traitement sont prĂ©vues : 1) une voie courte qui permet au systĂšme de rĂ©pondre immĂ©diatement Ă certains Ă©vĂ©nements sans un traitement approfondis, et 2) une voie longue qui intervient lors de tout Ă©vĂ©nement qui exige la volition. Dans cette perspective, la dimension Ă©motionnelle est considĂ©rĂ©e dans les processus cognitifs de l'agent pour la prise de dĂ©cision et l'apprentissage. L'apprentissage Ă©pisodique dans CELTS est basĂ© sur la thĂ©orie du Multiple Trace Memory consolidation qui postule que lorsque l'on perçoit un Ă©vĂ©nement, l'hippocampe fait une premiĂšre interprĂ©tation et un premier apprentissage. Ensuite, l'information acquise est distribuĂ©e aux diffĂ©rents cortex. Selon cette thĂ©orie, la reconsolidation de la mĂ©moire dĂ©pend toujours de l'hippocampe. Pour simuler de tel processus, nous avons utilisĂ© des techniques de fouille de donnĂ©es qui permettent la recherche de motifs sĂ©quentiels frĂ©quents dans les donnĂ©es gĂ©nĂ©rĂ©es durant chaque cycle cognitif. L'apprentissage causal dans CELTS se produit Ă l'aide de la mĂ©moire Ă©pisodique. Il permet de trouver les causes et les effets possibles entre diffĂ©rents Ă©vĂ©nements. Il est mise en Ćuvre grĂące Ă des algorithmes de recherche de rĂšgles d'associations. Les associations Ă©tablies sont utilisĂ©es pour piloter les interventions tutorielles de CELTS et, par le biais des rĂ©ponses de l'apprenant, pour Ă©valuer les rĂšgles causales dĂ©couvertes. \ud
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MOTS-CLĂS DE LâAUTEUR : agents cognitifs, Ă©motions, apprentissage Ă©pisodique, apprentissage causal
Building machines that learn and think about morality
Lake et al. propose three criteria which, they argue, will bring artificial intelligence (AI) systems closer to human cognitive abilities. In this paper, we explore the application of these criteria to a particular domain of human cognition: our capacity for moral reasoning. In doing so, we explore a set of considerations relevant to the development of AI moral decision-making. Our main focus is on the relation between dual-process accounts of moral reasoning and model-free/model-based forms of machine learning. We also discuss how work in embodied and situated cognition could provide a valu- able perspective on future research
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
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