40,821 research outputs found

    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

    A formal model of emotional-response, inspired from human cognition and emotion systems

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    In this paper, we used the formalisms of decision-making theory and theories in psychology, physiology and cognition to proposing a macro model of human emotional-response. We believe that using such formalism can fill the gap between psychology, cognitive science and AI, and can be useful in the design of human-like agents. This model can be used in a wide variety of applications such as artificial agents, user interface, and intelligent tutoring systems. Using the proposed model, we can provide for human behaviors like mood, personality and biological response in machines. This capability will enable such systems, to adapt their responses and behaviors. In situations where there are multiple ways for performing an action, this model can help with the decision making process

    The Effect of Biased Communications On Both Trusting and Suspicious Voters

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    In recent studies of political decision-making, apparently anomalous behavior has been observed on the part of voters, in which negative information about a candidate strengthens, rather than weakens, a prior positive opinion about the candidate. This behavior appears to run counter to rational models of decision making, and it is sometimes interpreted as evidence of non-rational "motivated reasoning". We consider scenarios in which this effect arises in a model of rational decision making which includes the possibility of deceptive information. In particular, we will consider a model in which there are two classes of voters, which we will call trusting voters and suspicious voters, and two types of information sources, which we will call unbiased sources and biased sources. In our model, new data about a candidate can be efficiently incorporated by a trusting voter, and anomalous updates are impossible; however, anomalous updates can be made by suspicious voters, if the information source mistakenly plans for an audience of trusting voters, and if the partisan goals of the information source are known by the suspicious voter to be "opposite" to his own. Our model is based on a formalism introduced by the artificial intelligence community called "multi-agent influence diagrams", which generalize Bayesian networks to settings involving multiple agents with distinct goals

    Behavioral Economics: Past, Present, Future

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    Behavioral economics increases the explanatory power of economics by providing it with more realistic psychological foundations. This book consists of representative recent articles in behavioral economics. This chapter is intended to provide an introduction to the approach and methods of behavioral economics, and to some of its major findings, applications, and promising new directions. It also seeks to fill some unavoidable gaps in the chapters’ coverage of topics

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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