120,320 research outputs found

    Level-of-detail for cognitive real-time characters

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    We present a solution for the real-time simulation of artificial environments containing cognitive and hierarchically organized agents at constant rendering framerates. We introduce a level-of-detail concept to behavioral modeling, where agents populating the world can be both reactive and proactive. The disposable time per rendered frame for behavioral simulation is variable and determines the complexity of the presented behavior. A special scheduling algorithm distributes this time to the agents depending on their level-of-detail such that visible and nearby agents get more time than invisible or distant agents. This allows for smooth transitions between reactive and proactive behavior. The time available per agent influences the proactive behavior, which becomes more sophisticated because it can spend time anticipating future situations. Additionally, we exploit the use of hierarchies within groups of agents that allow for different levels of control. We show that our approach is well-suited for simulating environments with up to several hundred agents with reasonable response times and the behavior adapts to the current viewpoin

    English for Students of Philology (Англійська мова для студентів-філологів)

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    Методичні рекомендації містять матеріал, необхідний для проведення практичних занять та організації самостійної роботи з англійської мови студентів-магістрантів ННІ філології та журналістики. Тексти, вправи, тести та рекомендації методичного характеру подані у послідовності, окресленої Програмою (затвердженою у 2013 році), для виконання чотирьох основних змістовних модулів. Матеріал розрахований на поглиблення фахових спеціальних та загальних комунікативних навичок студентів у процесі професійно спрямованого вивчення англійської мови. Для денної та заочної форм навчання

    Building Machines That Learn and Think Like People

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    Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary proposals (until Nov. 22, 2016). https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar

    Agents for educational games and simulations

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    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

    Information content versus word length in random typing

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    Recently, it has been claimed that a linear relationship between a measure of information content and word length is expected from word length optimization and it has been shown that this linearity is supported by a strong correlation between information content and word length in many languages (Piantadosi et al. 2011, PNAS 108, 3825-3826). Here, we study in detail some connections between this measure and standard information theory. The relationship between the measure and word length is studied for the popular random typing process where a text is constructed by pressing keys at random from a keyboard containing letters and a space behaving as a word delimiter. Although this random process does not optimize word lengths according to information content, it exhibits a linear relationship between information content and word length. The exact slope and intercept are presented for three major variants of the random typing process. A strong correlation between information content and word length can simply arise from the units making a word (e.g., letters) and not necessarily from the interplay between a word and its context as proposed by Piantadosi et al. In itself, the linear relation does not entail the results of any optimization process

    Chameleons in imagined conversations: A new approach to understanding coordination of linguistic style in dialogs

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    Conversational participants tend to immediately and unconsciously adapt to each other's language styles: a speaker will even adjust the number of articles and other function words in their next utterance in response to the number in their partner's immediately preceding utterance. This striking level of coordination is thought to have arisen as a way to achieve social goals, such as gaining approval or emphasizing difference in status. But has the adaptation mechanism become so deeply embedded in the language-generation process as to become a reflex? We argue that fictional dialogs offer a way to study this question, since authors create the conversations but don't receive the social benefits (rather, the imagined characters do). Indeed, we find significant coordination across many families of function words in our large movie-script corpus. We also report suggestive preliminary findings on the effects of gender and other features; e.g., surprisingly, for articles, on average, characters adapt more to females than to males.Comment: data available at http://www.cs.cornell.edu/~cristian/movie

    Morality Play: A Model for Developing Games of Moral Expertise

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    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the design of serious games for ethical expertise development based on the Integrative Ethical Education framework from moral psychology and the Lens of the Toy model for serious game design
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