41,818 research outputs found
Trains, Games, and Complexity: 0/1/2-Player Motion Planning through Input/Output Gadgets
We analyze the computational complexity of motion planning through local
"input/output" gadgets with separate entrances and exits, and a subset of
allowed traversals from entrances to exits, each of which changes the state of
the gadget and thereby the allowed traversals. We study such gadgets in the 0-,
1-, and 2-player settings, in particular extending past
motion-planning-through-gadgets work to 0-player games for the first time, by
considering "branchless" connections between gadgets that route every gadget's
exit to a unique gadget's entrance. Our complexity results include containment
in L, NL, P, NP, and PSPACE; as well as hardness for NL, P, NP, and PSPACE. We
apply these results to show PSPACE-completeness for certain mechanics in
Factorio, [the Sequence], and a restricted version of Trainyard, improving
prior results. This work strengthens prior results on switching graphs and
reachability switching games.Comment: 37 pages, 36 figure
A Game-Theoretic Analysis of the Off-Switch Game
The off-switch game is a game theoretic model of a highly intelligent robot
interacting with a human. In the original paper by Hadfield-Menell et al.
(2016), the analysis is not fully game-theoretic as the human is modelled as an
irrational player, and the robot's best action is only calculated under
unrealistic normality and soft-max assumptions. In this paper, we make the
analysis fully game theoretic, by modelling the human as a rational player with
a random utility function. As a consequence, we are able to easily calculate
the robot's best action for arbitrary belief and irrationality assumptions
The Labyrinth
The Labyrinth is a puzzle video game meant to be experienced with a virtual reality headset. It aims to differ from typical puzzle games by being simultaneously fun, immersive, and mentally stimulating. The game consists of three unique level types, with room for further development to create more complex versions of said levels. In this document, we discuss how we developed the game environment to effectively engage the player in enjoyable and engaging problem-solving challenges. The game has been rigidly tested and play-testers were surveyed on their experiences, in order to improve the game
Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials
Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe
The Iterative Development of the Humanoid Robot Kaspar: An Assistive Robot for Children with Autism
This paper gives an overview of the design and development of the humanoid robot Kaspar. Since the first Kaspar robot was developed in 2005, the robotic platform has undergone continuous development driven by the needs of users and technological advancements enabling the integration of new features. We discuss in detail the iterative development of Kaspar’s design and clearly explain the rational of each development, which has been based on the user requirements as well as our years of experience in robot assisted therapy for children with autism, particularly focusing on how the developments benefit the children we work with. Further to this, we discuss the role and benefits of robotic autonomy on both children and therapist along with the progress that we have made on the Kaspar robot’s autonomy towards achieving a semi-autonomous child-robot interaction in a real world setting.Peer reviewe
Undecidability of Two-dimensional Robot Games
Robot game is a two-player vector addition game played on the integer lattice
. Both players have sets of vectors and in each turn the vector
chosen by a player is added to the current configuration vector of the game.
One of the players, called Eve, tries to play the game from the initial
configuration to the origin while the other player, Adam, tries to avoid the
origin. The problem is to decide whether or not Eve has a winning strategy. In
this paper we prove undecidability of the robot game in dimension two answering
the question formulated by Doyen and Rabinovich in 2011 and closing the gap
between undecidable and decidable cases
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