106,268 research outputs found

    Translating Neuralese

    Full text link
    Several approaches have recently been proposed for learning decentralized deep multiagent policies that coordinate via a differentiable communication channel. While these policies are effective for many tasks, interpretation of their induced communication strategies has remained a challenge. Here we propose to interpret agents' messages by translating them. Unlike in typical machine translation problems, we have no parallel data to learn from. Instead we develop a translation model based on the insight that agent messages and natural language strings mean the same thing if they induce the same belief about the world in a listener. We present theoretical guarantees and empirical evidence that our approach preserves both the semantics and pragmatics of messages by ensuring that players communicating through a translation layer do not suffer a substantial loss in reward relative to players with a common language.Comment: Fixes typos and cleans ups some model presentation detail

    Playing Games in the Baire Space

    Full text link
    We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players Input and Output choose natural numbers in alternation to generate a play. We present a natural model of automata ("N-memory automata") equipped with the parity acceptance condition, and we introduce also the corresponding model of "N-memory transducers". We show that solvability of games specified by N-memory automata (i.e., existence of a winning strategy for player Output) is decidable, and that in this case an N-memory transducer can be constructed that implements a winning strategy for player Output.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017

    Playing Smart - Artificial Intelligence in Computer Games

    Get PDF
    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Playing Smart - Another Look at Artificial Intelligence in Computer Games

    Get PDF

    No Grice: Computers that Lie, Deceive and Conceal

    Get PDF
    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Quantum Games and Programmable Quantum Systems

    Get PDF
    Attention to the very physical aspects of information characterizes the current research in quantum computation, quantum cryptography and quantum communication. In most of the cases quantum description of the system provides advantages over the classical approach. Game theory, the study of decision making in conflict situation has already been extended to the quantum domain. We would like to review the latest development in quantum game theory that is relevant to information processing. We will begin by illustrating the general idea of a quantum game and methods of gaining an advantage over "classical opponent". Then we review the most important game theoretical aspects of quantum information processing. On grounds of the discussed material, we reason about possible future development of quantum game theory and its impact on information processing and the emerging information society. The idea of quantum artificial intelligence is explained.
    • ā€¦
    corecore