1,962 research outputs found

    Dynamic behavior-based control and world-embedded knowledge for interactive artificial intelligence

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    Video game designers depend on artificial intelligence to drive player experience in modern games. Therefore it is critical that AI not only be fast and computation- ally inexpensive, but also easy to incorporate with the design process. We address the problem of building computationally inexpensive AI that eases the game de- sign process and provides strategic and tactical behavior comparable with current industry-standard techniques. Our central hypothesis is that behavior-based characters in games can exhibit effec- tive strategy and coordinate in teams through the use of knowledge embedded in the world and a new dynamic approach to behavior-based control that enables charac- ters to transfer behavioral knowledge. We use dynamic extensions for behavior-based subsumption and world-embedded knowledge to simplify and enhance game character intelligence. We find that the use of extended affordances to embed knowledge in the world can greatly reduce the effort required to build characters and AI engines while increasing the effectiveness of the behavior controllers. In addition, we find that the technique of multi-character affordances can provide a simple mechanism for enabling team coordination. We also show that reactive teaming, enabled by dynamic extensions to the subsumption architecture, is effective in creating large adaptable teams of characters. Finally, we show that the command policy for reactive teaming can be used to improve performance of reactive teams for tactical situations

    Cognitive modeling of social behaviors

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    To understand both individual cognition and collective activity, perhaps the greatest opportunity today is to integrate the cognitive modeling approach (which stresses how beliefs are formed and drive behavior) with social studies (which stress how relationships and informal practices drive behavior). The crucial insight is that norms are conceptualized in the individual mind as ways of carrying out activities. This requires for the psychologist a shift from only modeling goals and tasks —why people do what they do—to modeling behavioral patterns—what people do—as they are engaged in purposeful activities. Instead of a model that exclusively deduces actions from goals, behaviors are also, if not primarily, driven by broader patterns of chronological and located activities (akin to scripts). To illustrate these ideas, this article presents an extract from a Brahms simulation of the Flashline Mars Arctic Research Station (FMARS), in which a crew of six people are living and working for a week, physically simulating a Mars surface mission. The example focuses on the simulation of a planning meeting, showing how physiological constraints (e.g., hunger, fatigue), facilities (e.g., the habitat’s layout) and group decision making interact. Methods are described for constructing such a model of practice, from video and first-hand observation, and how this modeling approach changes how one relates goals, knowledge, and cognitive architecture. The resulting simulation model is a powerful complement to task analysis and knowledge-based simulations of reasoning, with many practical applications for work system design, operations management, and training

    Multi-Agent Task Allocation for Robot Soccer

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    This is the published version. Copyright De GruyterThis paper models and analyzes task allocation methodologies for multiagent systems. The evaluation process was implemented as a collection of simulated soccer matches. A soccer-simulation software package was used as the test-bed as it provided the necessary features for implementing and testing the methodologies. The methodologies were tested through competitions with a number of available soccer strategies. Soccer game scores, communication, robustness, fault-tolerance, and replanning capabilities were the parameters used as the evaluation criteria for the mul1i-agent systems

    Simulated Experince Evaluation in Developing Multi-agent Coordination Graphs

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    Cognitive science has proposed that a way people learn is through self-critiquing by generating \u27what-if\u27 strategies for events (simulation). It is theorized that people use this method to learn something new as well as to learn more quickly. This research adds this concept to a graph-based genetic program. Memories are recorded during fitness assessment and retained in a global memory bank based on the magnitude of change in the agent’s energy and age of the memory. Between generations, candidate agents perform in simulations of the stored memories. Candidates that perform similarly to good memories and differently from bad memories are more likely to be included in the next generation. The simulation-informed genetic program is evaluated in two domains: sequence matching and Robocode. Results indicate the algorithm does not perform equally in all environments. In sequence matching, experiential evaluation fails to perform better than the control. However, in Robocode, the experiential evaluation method initially outperforms the control then stagnates and often regresses. This is likely an indication that the algorithm is over-learning a single solution rather than adapting to the environment and that learning through simulation includes a satisficing component

    Supervisory Control System Architecture for Advanced Small Modular Reactors

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    This technical report was generated as a product of the Supervisory Control for Multi-Modular SMR Plants project within the Instrumentation, Control and Human-Machine Interface technology area under the Advanced Small Modular Reactor (SMR) Research and Development Program of the U.S. Department of Energy. The report documents the definition of strategies, functional elements, and the structural architecture of a supervisory control system for multi-modular advanced SMR (AdvSMR) plants. This research activity advances the state-of-the art by incorporating decision making into the supervisory control system architectural layers through the introduction of a tiered-plant system approach. The report provides a brief history of hierarchical functional architectures and the current state-of-the-art, describes a reference AdvSMR to show the dependencies between systems, presents a hierarchical structure for supervisory control, indicates the importance of understanding trip setpoints, applies a new theoretic approach for comparing architectures, identifies cyber security controls that should be addressed early in system design, and describes ongoing work to develop system requirements and hardware/software configurations
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