171 research outputs found

    A Hybrid and bio-inspired Architecture approach for self-configuring behaviours in Cognitive Agents

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    Abstract In this work, an hybrid, self-configurable, multilayered and evolutionary subsumption architecture for cognitive agents is developed. Each layer of the multilayered architecture is modeled by one different Machine Learning System (MLS) based on bio-inspired techniques such as Extended Classifier Systems (XCS), Artificial Immune Systems (AIS), Neuro Connectionist Q-Learning (NQL) and Learning Classifier Systems (LCS) among others. In this research an evolutionary mechanism based on Gene Expression Programming (GEP) to self-configure the behaviour arbitration between layers is suggested. In addition, a co-evolutionary mechanism to evolve behaviours in an independent and parallel fashion is used. The proposed approach was tested in an animat environment using a multiagent platform and it exhibited several learning capabilities and emergent properties for selfconfiguring internal agent's architecture

    Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games

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    Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of ทon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [СһаОЗ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'ร classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result

    Goal-oriented Behaviour for Intelligent Game Agents

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    This thesis concerns our innovation in game AI techniques, mainly game agents' modeling, planning and learning. The research topic involves the development of a game design software --- Gameme. Our work mainly focus on the development of the core AI module. In this thesis, after discussing the system design of Gameme, we explain our contributions in two parts: off-line design and real-time processing. In off-line design, we present goal-oriented behaviour design and related modeling methodology for game agents. The goal-oriented design provides not only an intuitive behaviour design methodology for non-professional game designers but also efficient support for real-time behaviour control. In particular, the goal-oriented design can be used in modeling agents in different games. The real-time processing component includes planning and learning mechanisms for game agents. These mechanisms are placed in a layered architecture. Basically, a procedural planning mechanism allows game agents to have the ability of fast reaction to their environment. Then, the creative transfer and adaptive learning mechanism trains game agents to learn from their experience and cooperate in teamwork. Furthermore, the unique emergent learning mechanism can allow game agents to have the ability to analyze different PCs' behaviour patterns and to find the suitable strategy to defeat PCs in real-time. Most of the experiments in this thesis are performed in fighting scenarios. We connected the core AI module with a 3D graphics engine in order to have visual testing results. All test cases show that our goal-oriented behaviour design along with planning and learning mechanisms can provide fast, autonomous, collaborative and adaptive behaviour instructions for game agent in real-time game play

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    An action selection architecture for autonomous virtual humans in persistent worlds

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    Nowadays, virtual humans such as non-player characters in computer games need to have a strong autonomy in order to live their own life in persistent virtual worlds. When designing autonomous virtual humans, the action selection problem needs to be considered, as it is responsible for decision making at each moment in time. Indeed action selection architectures for autonomous virtual humans need to be reactive, proactive, motivational, and emotional to obtain a high degree of autonomy and individuality. The thesis can be divided into three parts. In the first part, we define each word of our title to precise their sense and raise the problematic of this work. We describe also inspirations from several domains that we used to design our model because this thesis is highly multi-disciplinary. Indeed, decision-making is essential for every autonomous entity and is studied in ethology, robotics, computer graphics, computer sciences, and cognitive sciences. However, we have chosen specific techniques to implement our model: hierarchical classifier systems and a free flow hierarchy. The second part of this thesis describes in detail our model of action selection for autonomous virtual humans. We use overlapping hierarchical classifier systems, working in parallel, to generate coherent behavioral plans. They are associated with the functionalities of a free flow hierarchy for the spreading of activation to give reactivity and flexibility to the hierarchical system. Moreover several functionalities are added to enhance and facilitate the choice of the most appropriate action at every time according to the internal and external influences. Finally, in the third part of this thesis, a complex simulated environment is created for testing the model and its functionalities with many conflicting motivations. Results demonstrate that the model is sufficiently efficient, robust and flexible for designing motivational autonomous virtual humans in persistent worlds. Moreover, we have just started to investigate on the emotional level which has to be improved in the future to have more subjective and adaptive behaviors and also manage social interactions with other virtual humans or users. Applied to video games, non player characters are more interesting and believable because they live their own life when people don't interact with them

    Synesthetic Sensor Fusion via a Cross-Wired Artificial Neural Network.

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    The purpose of this interdisciplinary study was to examine the behavior of two artificial neural networks cross-wired based on the synesthesia cross-wiring hypothesis. Motivation for the study was derived from the study of psychology, robotics, and artificial neural networks, with perceivable application in the domain of mobile autonomous robotics where sensor fusion is a current research topic. This model of synesthetic sensor fusion does not exhibit synesthetic responses. However, it was observed that cross-wiring two independent networks does not change the functionality of the individual networks, but allows the inputs to one network to partially determine the outputs of the other network in some cases. Specifically, there are measurable influences of network A on network B, and yet network B retains its ability to respond independently

    Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.

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    The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration

    Ethics, Religion, and Spiritual Health

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    What does human enhancement technology (HET) and artificial intelligence (AI) have to do with religion? This book explores, specifically, the intersection of HET and AI with spiritual health, Christianity, and ethics. The exploration strengthens an emergent, robust body of publications about human enhancement ethics. What does it mean to make us “better” must also address the potential spiritual implications. Concern for spiritual health promises to make the study of religion and human enhancement ethics increasingly pressing in the public sphere. Some of the most significant possible and probable spiritual impacts of HET and AI are probed. Topics include warfare, robots, chatbots, moral bioenhancement, spiritual psychotherapy, superintelligence, ecology, fasting, and psychedelics. Two sections comprise this book: one addresses spirituality in relation to HETs and AI, and one addresses Christianity in relation to HETs and AI

    Regulatory Theory: Foundations and applications

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    This volume introduces readers to regulatory theory. Aimed at practitioners, postgraduate students and those interested in regulation as a cross-cutting theme in the social sciences, Regulatory Theory includes chapters on the social-psychological foundations of regulation as well as theories of regulation such as responsive regulation, smart regulation and nodal governance. It explores the key themes of compliance, legal pluralism, meta-regulation, the rule of law, risk, accountability, globalisation and regulatory capitalism. The environment, crime, health, human rights, investment, migration and tax are among the fields of regulation considered in this ground-breaking book. Each chapter introduces the reader to key concepts and ideas and contains suggestions for further reading. The contributors, who either are or have been connected to the Regulatory Institutions Network (RegNet) at The Australian National University, include John Braithwaite, Valerie Braithwaite, Peter Grabosky, Neil Gunningham, Fiona Haines, Terry Halliday, David Levi-Faur, Christine Parker, Colin Scott and Clifford Shearing
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