2,144 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    A language for the execution of graded BDI agents

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    We are interested in the specification and deployment of multi-agent systems, and particularly we focus on the execution of agents. Along this research line, we have proposed a general model for graded BDI agents, specifying an architecture based on multi-context systems (MCSs) and able to deal with the environment uncertainty (via graded beliefs) and with graded mental proactive attitudes (via desires and intentions). These graded attitudes are represented using appropriate fuzzy modal logics. In this article, we cope with the operational semantics of this agent model. We present a Multi-context calculus, based on Ambient calculus, for the execution of MCSs with its corresponding semantics. This calculus is general enough to support different kinds of MCSs and particularly, we show how a graded BDI agent can be mapped into the language of the calculus. © The Author 2011. Published by Oxford University Press. All rights reserved.The authors are thankful to the anonymous reviewers for their helpful comments for improving the paper. Ana Casali acknowledge partial support by the PID-UNR ING308 project. Llus Godo and Carles Sierra acknowledge partial support by the Spanish project Agreement Technologies (CONSOLIDER CSD2007-0022, INGENIO 2010).Peer Reviewe

    Logic-Based Specification Languages for Intelligent Software Agents

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    The research field of Agent-Oriented Software Engineering (AOSE) aims to find abstractions, languages, methodologies and toolkits for modeling, verifying, validating and prototyping complex applications conceptualized as Multiagent Systems (MASs). A very lively research sub-field studies how formal methods can be used for AOSE. This paper presents a detailed survey of six logic-based executable agent specification languages that have been chosen for their potential to be integrated in our ARPEGGIO project, an open framework for specifying and prototyping a MAS. The six languages are ConGoLog, Agent-0, the IMPACT agent programming language, DyLog, Concurrent METATEM and Ehhf. For each executable language, the logic foundations are described and an example of use is shown. A comparison of the six languages and a survey of similar approaches complete the paper, together with considerations of the advantages of using logic-based languages in MAS modeling and prototyping.Comment: 67 pages, 1 table, 1 figure. Accepted for publication by the Journal "Theory and Practice of Logic Programming", volume 4, Maurice Bruynooghe Editor-in-Chie

    A Fibred Tableau Calculus for Modal Logics of Agents

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    In previous works we showed how to combine propositional multimodal logics using Gabbay's \emph{fibring} methodology. In this paper we extend the above mentioned works by providing a tableau-based proof technique for the combined/fibred logics. To achieve this end we first make a comparison between two types of tableau proof systems, (\emph{graph} &\& \emph{path}), with the help of a scenario (The Friend's Puzzle). Having done that we show how to uniformly construct a tableau calculus for the combined logic using Governatori's labelled tableau system \KEM. We conclude with a discussion on \KEM's features

    Weighted logics for artificial intelligence : an introductory discussion

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    International audienceBefore presenting the contents of the special issue, we propose a structured introductory overview of a landscape of the weighted logics (in a general sense) that can be found in the Artificial Intelligence literature, highlighting their fundamental differences and their application areas
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