69,573 research outputs found

    Learning life cycle in autonomous intelligent systems

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    Autonomous Intelligent Systems (AIS) integrate planning, learning, and execution in a closed loop, showing an autonomous intelligent behavior. A Learning Life Cycle (LLC) for AISs is proposed. The LLC is based on three different learned operators' layers: Built-in Operators, Trained Base Operators and World Interaction Operators. The extension of the original architecture to support the new type of operators is presented. © 2008 International Federation for Information Processing.Facultad de Informátic

    Learning life cycle in autonomous intelligent systems

    Get PDF
    Autonomous Intelligent Systems (AIS) integrate planning, learning, and execution in a closed loop, showing an autonomous intelligent behavior. A Learning Life Cycle (LLC) for AISs is proposed. The LLC is based on three different learned operators' layers: Built-in Operators, Trained Base Operators and World Interaction Operators. The extension of the original architecture to support the new type of operators is presented. © 2008 International Federation for Information Processing.Facultad de Informátic

    Framing Lifelong Learning as Autonomous Deployment: Tune Once Live Forever

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    International audienceLifelong Learning in the context of Artificial Intelligence is a new paradigm that is still in its infancy. It refers to agents that are able to learn continuously, accumulating the knowledge learned in previous tasks and using it to help future learning. In this position paper we depart from the focus on learning new tasks and instead take a stance from the perspective of the life-cycle of intelligent software. We propose to focus lifelong learning research on autonomous intelligent systems that sustain their performance after deployment in production across time without the need of machine learning experts. This perspective is being applied to three Eu-ropean projects funded under the CHIST-ERA framework on several domains of application

    Embodied Evolution in Collective Robotics: A Review

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    This paper provides an overview of evolutionary robotics techniques applied to on-line distributed evolution for robot collectives -- namely, embodied evolution. It provides a definition of embodied evolution as well as a thorough description of the underlying concepts and mechanisms. The paper also presents a comprehensive summary of research published in the field since its inception (1999-2017), providing various perspectives to identify the major trends. In particular, we identify a shift from considering embodied evolution as a parallel search method within small robot collectives (fewer than 10 robots) to embodied evolution as an on-line distributed learning method for designing collective behaviours in swarm-like collectives. The paper concludes with a discussion of applications and open questions, providing a milestone for past and an inspiration for future research.Comment: 23 pages, 1 figure, 1 tabl

    Motivations, Values and Emotions: 3 sides of the same coin

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    This position paper speaks to the interrelationships between the three concepts of motivations, values, and emotion. Motivations prime actions, values serve to choose between motivations, emotions provide a common currency for values, and emotions implement motivations. While conceptually distinct, the three are so pragmatically intertwined as to differ primarily from our taking different points of view. To make these points more transparent, we briefly describe the three in the context a cognitive architecture, the LIDA model, for software agents and robots that models human cognition, including a developmental period. We also compare the LIDA model with other models of cognition, some involving learning and emotions. Finally, we conclude that artificial emotions will prove most valuable as implementers of motivations in situations requiring learning and development

    Consciosusness in Cognitive Architectures. A Principled Analysis of RCS, Soar and ACT-R

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    This report analyses the aplicability of the principles of consciousness developed in the ASys project to three of the most relevant cognitive architectures. This is done in relation to their aplicability to build integrated control systems and studying their support for general mechanisms of real-time consciousness.\ud To analyse these architectures the ASys Framework is employed. This is a conceptual framework based on an extension for cognitive autonomous systems of the General Systems Theory (GST).\ud A general qualitative evaluation criteria for cognitive architectures is established based upon: a) requirements for a cognitive architecture, b) the theoretical framework based on the GST and c) core design principles for integrated cognitive conscious control systems

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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