7 research outputs found

    Temporal representations for synthetic characters

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (p. 91-93).Inspired by recent work in ethology and animal training, we integrate representations for time and rate into a behavior-based architecture for autonomous virtual creatures. The resulting computational model of affect and action selection allows these creatures to discover and refine their understanding of apparent temporal causality relationships which may or may not involve self-action. The fundamental action selection choice that a creature must make in order to satisfy its internal needs is whether to explore, react or exploit. In this architecture, that choice is informed by an understanding of apparent temporal causality, the representation for which is integrated into the representation for action. The ability to accommodate changing ideas about causality allows the creature to exist in and adapt to a dynamic world. Not only is such a model suitable for computational systems, but its derivation from biological models suggests that it may also be useful for gaining a new perspective on learning in biological systems. The implementation of a complete character built using this architecture is able to reproduce a variety of conditioning phenomena, as well as learn using a training technique used with live animals.by Robert Carrington Burke.S.M

    Teaching an Old Robot New Tricks: Learning Novel Tasks via Interaction with People and Things

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    As AI has begun to reach out beyond its symbolic, objectivist roots into the embodied, experientialist realm, many projects are exploring different aspects of creating machines which interact with and respond to the world as humans do. Techniques for visual processing, object recognition, emotional response, gesture production and recognition, etc., are necessary components of a complete humanoid robot. However, most projects invariably concentrate on developing a few of these individual components, neglecting the issue of how all of these pieces would eventually fit together. The focus of the work in this dissertation is on creating a framework into which such specific competencies can be embedded, in a way that they can interact with each other and build layers of new functionality. To be of any practical value, such a framework must satisfy the real-world constraints of functioning in real-time with noisy sensors and actuators. The humanoid robot Cog provides an unapologetically adequate platform from which to take on such a challenge. This work makes three contributions to embodied AI. First, it offers a general-purpose architecture for developing behavior-based systems distributed over networks of PC's. Second, it provides a motor-control system that simulates several biological features which impact the development of motor behavior. Third, it develops a framework for a system which enables a robot to learn new behaviors via interacting with itself and the outside world. A few basic functional modules are built into this framework, enough to demonstrate the robot learning some very simple behaviors taught by a human trainer. A primary motivation for this project is the notion that it is practically impossible to build an "intelligent" machine unless it is designed partly to build itself. This work is a proof-of-concept of such an approach to integrating multiple perceptual and motor systems into a complete learning agent

    Ubiquitous Robotics System for Knowledge-based Auto-configuration System for Service Delivery within Smart Home Environments

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    The future smart home will be enhanced and driven by the recent advance of the Internet of Things (IoT), which advocates the integration of computational devices within an Internet architecture on a global scale [1, 2]. In the IoT paradigm, the smart home will be developed by interconnecting a plethora of smart objects both inside and outside the home environment [3-5]. The recent take-up of these connected devices within home environments is slowly and surely transforming traditional home living environments. Such connected and integrated home environments lead to the concept of the smart home, which has attracted significant research efforts to enhance the functionality of home environments with a wide range of novel services. The wide availability of services and devices within contemporary smart home environments make their management a challenging and rewarding task. The trend whereby the development of smart home services is decoupled from that of smart home devices increases the complexity of this task. As such, it is desirable that smart home services are developed and deployed independently, rather than pre-bundled with specific devices, although it must be recognised that this is not always practical. Moreover, systems need to facilitate the deployment process and cope with any changes in the target environment after deployment. Maintaining complex smart home systems throughout their lifecycle entails considerable resources and effort. These challenges have stimulated the need for dynamic auto-configurable services amongst such distributed systems. Although significant research has been directed towards achieving auto-configuration, none of the existing solutions is sufficient to achieve auto-configuration within smart home environments. All such solutions are considered incomplete, as they lack the ability to meet all smart home requirements efficiently. These requirements include the ability to adapt flexibly to new and dynamic home environments without direct user intervention. Fulfilling these requirements would enhance the performance of smart home systems and help to address cost-effectiveness, considering the financial implications of the manual configuration of smart home environments. Current configuration approaches fail to meet one or more of the requirements of smart homes. If one of these approaches meets the flexibility criterion, the configuration is either not executed online without affecting the system or requires direct user intervention. In other words, there is no adequate solution to allow smart home systems to adapt dynamically to changing circumstances, hence to enable the correct interconnections among its components without direct user intervention and the interruption of the whole system. Therefore, it is necessary to develop an efficient, adaptive, agile and flexible system that adapts dynamically to each new requirement of the smart home environment. This research aims to devise methods to automate the activities associated with customised service delivery for dynamic home environments by exploiting recent advances in the field of ubiquitous robotics and Semantic Web technologies. It introduces a novel approach called the Knowledge-based Auto-configuration Software Robot (Sobot) for Smart Home Environments, which utilises the Sobot to achieve auto-configuration of the system. The research work was conducted under the Distributed Integrated Care Services and Systems (iCARE) project, which was designed to accomplish and deliver integrated distributed ecosystems with a homecare focus. The auto-configuration Sobot which is the focus of this thesis is a key component of the iCARE project. It will become one of the key enabling technologies for generic smart home environments. It has a profound impact on designing and implementing a high quality system. Its main role is to generate a feasible configuration that meets the given requirements using the knowledgebase of the smart home environment as a core component. The knowledgebase plays a pivotal role in helping the Sobot to automatically select the most appropriate resources in a given context-aware system via semantic searching and matching. Ontology as a technique of knowledgebase representation generally helps to design and develop a specific domain. It is also a key technology for the Semantic Web, which enables a common understanding amongst software agents and people, clarifies the domain assumptions and facilitates the reuse and analysis of its knowledge. The main advantages of the Sobot over traditional applications is its awareness of the changing digital and physical environments and its ability to interpret these changes, extract the relevant contextual data and merge any new information or knowledge. The Sobot is capable of creating new or alternative feasible configurations to meet the system’s goal by utilising inferred facts based on the smart home ontological model, so that the system can adapt to the changed environment. Furthermore, the Sobot has the capability to execute the generated reconfiguration plan without interrupting the running of the system. A proof-of-concept testbed has been designed and implemented. The case studies carried out have shown the potential of the proposed approach to achieve flexible and reliable auto-configuration of the smart home system, with promising directions for future research

    An emotion-based agent architecture

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    Grévy Jules, Constans Ernest. Montpellier. — Facultés de droit, des sciences et des lettres. In: Bulletin administratif de l'instruction publique. Tome 23 n°455, 1880. pp. 864-865

    Actores sintéticos en tiempo real: Nuevas estructuras de datos y métodos para su integración en aplicaciones de simulación.

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    RESUMEN La forma más extendida de implementar una aplicación de simulación es mediante la utilización de un grafo de escena. Este tipo de estructura resulta muy adecuado para definir escenas estáticas, pero presenta serias carencias a la hora de representar estructuras articuladas, u objetos con comportamientos complejos. Ambas circunstancias se dan en el caso de los actores virtuales. Este trabajo define nuevas estructuras de datos y métodos que permiten integrar de una forma adecuada actores virtuales en una aplicación de simulación: 1-Se presentan dos nuevos tipos de nodos (Actor y Skeleton), que actúan como elemento modular para la definición y gestión de cualquier tipo de actor virtual. En el diseño de estos nodos se ha prestado especial atención a la estandarización, y la eficiencia computacional. 2-Se proponen técnicas que permiten solventar algunas carencias de los grafos de escena actuales a la hora de ser empleados con actores virtuales. Se actúa sobre el cuello de botella existente en relación con aplicación de matrices de transformación. Se define un nuevo método de gestión de culling específico para actores, es compatible con el tradicional, y actúa sobre los costes asociados a la gestión del comportamiento. Se define un método de gestión de nivel de detalle específico, que actúa simultáneamente sobre la geometría, la topología y el comportamiento, y se realiza un análisis sobre la forma en que los actores han de ser integrados en un sistema multiprocesador 3-Se describe una estructura de nombre ActorClass, que es independiente del grafo de escena y que se encarga de almacenar todas las informaciones de alto nivel que son compartidas por varios actores de la misma especie. Esta estructura es capaz de absorber futuras ampliaciones y permite realizar simulaciones macroscópicas. Con el objeto de demostrar la utilidad práctica de los resultados de este trabajo, se ha implementado una librería de programación y una arquitectura modular que actúan sobre la base de las estructuras y métodos descritos, y se ha desarrollado un ejemplo de su utilización que muestra en detalle todos los aspectos de la integración de actores virtuales en una aplicación de simulación ya existente. ____________________________________________________________________________________________________The Scene Graph is the most widespread method of implementation simulation applications. This kind of structure is a very convenient way to define static scenes, but it has serious drawbacks in representing articulated structures or objects with complex behaviours. Both circumstances are inherent in virtual actors. This thesis defines new data structures and methods permiting the adequate integratión of virtual actors in a simulatión application: 1. Two new kinds of nodes are presented (Actor and Skeleton). These nodes function as modular elements to define and manage all kinds of virtual actor. During the dessing process of this nodes a great attention was paid to standarization and computational efficience. 2. Special techniques are presented in order to solve problems in the current scene graphs: Working on the bottleneck that exists in relation to the transformation matrix process; Defining a new method of culling, specific to actors, that is compatible with the traditional, and considers the costs associated with the behaviour management; Defining a specific Level of Detail method, that works simultaneously with the geometry, the topology and the behaviour; Making an analisis of the technique to ingrate actors in a multiprocessor system. 3. A new structure, named ActorClass, is defined. This structure is independent of the scene graph and is responsible for storing all the high level information that is shared by several actors of the same species. This structure has the capability of assimilating future expansions, and supporting the definition of macroscopic simulations. In order to show the practical utility of the results of this work, a programming library and a modular architecture have been implemented on the basis of these proposed structures and methods. In addition, a practical sample sample has been developed, showing in detail all the aspects of the integratión of virtual actors in an existing simulation application
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