137,091 research outputs found

    GECKA3D: A 3D Game Engine for Commonsense Knowledge Acquisition

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    Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of re-usable and multi-purpose knowledge, and also enables the development of games that can provide entertainment value and teach players something meaningful about the actual world they live in

    Towards a more natural and intelligent interface with embodied conversation agent

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    Conversational agent also known as chatterbots are computer programs which are designed to converse like a human as much as their intelligent allows. In many ways, they are the embodiment of Turing's vision. The ability for computers to converse with human users using natural language would arguably increase their usefulness. Recent advances in Natural Language Processing (NLP) and Artificial Intelligence (AI) in general have advances this field in realizing the vision of a more humanoid interactive system. This paper presents and discusses the use of embodied conversation agent (ECA) for the imitation games. This paper also presents the technical design of our ECA and its performance. In the interactive media industry, it can also been observed that the ECA are getting popular

    Pathfinding in Games

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    Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup

    ACCURACY AND PERFORMANCE IMPROVEMENTS IN CUSTOM CNN ARCHITECTURES

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    Convolutional Neural Networks (CNNs) are biologically inspired feed forward artificial neural networks. The artificial neurons in CNNs are connected in a manner similar to the neurons in the mammalian visual system. CNNs are currently used for image recognition, semantic segmentation, natural language processing, playing video games and many other applications. A CNN can consist of millions of neurons that require billions of computations to produce a single output

    Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf

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    Communication games, which we refer to as incomplete information games that heavily depend on natural language communication, hold significant research value in fields such as economics, social science, and artificial intelligence. In this work, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, ``Werewolf'', demonstrates that our framework can effectively play Werewolf game without tuning the parameters of the LLMs. More importantly, strategic behaviors begin to emerge in our experiments, suggesting that it will be a fruitful journey to engage LLMs in communication games and associated domains.Comment: 23 pages, 5 figures and 4 table

    GECKA3D: A 3D Game Engine for Commonsense Knowledge Acquisition

    Get PDF
    Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and teach players something meaningful about the actual world they live in

    Realistic Dialogue Engine for Video Games

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    The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. By using various techniques of modern Artificial Intelligence such as information retrieval and sentiment analysis, non-player characters have the capability of engaging in dynamic dialogue: they can answer questions, ask questions, remember events, and more. This conversation system is highly customizable, so the types of responses that non-player characters give can be modified to fit within a game’s storyline. Although the system only currently allows for simple dialogue, it illustrates the potential for a more robust way to simulate believable agents in video games

    A competence-performance based model to develop a syntactic language for artificial agents

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    The hypothesis of language use is an attractive theory in order to explain how natural languages evolve and develop in social populations. In this paper we present a model partially based on the idea of language games, so that a group of artificial agents are able to produce and share a symbolic language with syntactic structure. Grammatical structure is induced by grammatical evolution of stochastic regular grammars with learning capabilities, while language development is refined by means of language games where the agents apply on-line probabilistic reinforcement learning. Within this framework, the model adapts the concepts of competence and performance in language, as they have been proposed in some linguistic theories. The first experiments in this article have been organized around the linguistic description of visual scenes with the possibility of changing the referential situations. A second and more complicated experimental setting is also analyzed, where linguistic descriptions are enforced to keep word order constraints.The second author has been supported by the Spanish Ministry of Science under contract ENE2014-56126-C2-2-R (AOPRIN-SOL)

    Towards a more natural and intelligent interface with embodied conversation agent

    Get PDF
    Conversational agent also known as chatterbots are computer programs which are designed to converse like a human as much as their intelligent allows. In many ways, they are the embodiment of Turing's vision. The ability for computers to converse with human users using natural language would arguably increase their usefulness. Recent advances in Natural Language Processing (NLP) and Artificial Intelligence (AI) in general have advances this field in realizing the vision of a more humanoid interactive system. This paper presents and discusses the use of embodied conversation agent (ECA) for the imitation games. This paper also presents the technical design of our ECA and its performance. In the interactive media industry, it can also been observed that the ECA are getting popular
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