2,507 research outputs found

    Progress in AI Planning Research and Applications

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    Planning has made significant progress since its inception in the 1970s, in terms both of the efficiency and sophistication of its algorithms and representations and its potential for application to real problems. In this paper we sketch the foundations of planning as a sub-field of Artificial Intelligence and the history of its development over the past three decades. Then some of the recent achievements within the field are discussed and provided some experimental data demonstrating the progress that has been made in the application of general planners to realistic and complex problems. The paper concludes by identifying some of the open issues that remain as important challenges for future research in planning

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    An evolutionary behavioral model for decision making

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    For autonomous agents the problem of deciding what to do next becomes increasingly complex when acting in unpredictable and dynamic environments pursuing multiple and possibly conflicting goals. One of the most relevant behavior-based model that tries to deal with this problem is the one proposed by Maes, the Bbehavior Network model. This model proposes a set of behaviors as purposive perception-action units which are linked in a nonhierarchical network, and whose behavior selection process is orchestrated by spreading activation dynamics. In spite of being an adaptive model (in the sense of self-regulating its own behavior selection process), and despite the fact that several extensions have been proposed in order to improve the original model adaptability, there is not a robust model yet that can self-modify adaptively both the topological structure and the functional purpose\ud of the network as a result of the interaction between the agent and its environment. Thus, this work proffers an innovative hybrid model driven by gene expression programming, which makes two main contributions: (1) given an initial set of meaningless and unconnected units, the evolutionary mechanism is able to build well-defined and robust behavior networks which are adapted and specialized to concrete internal agent's needs and goals; and (2)\ud the same evolutionary mechanism is able to assemble quite\ud complex structures such as deliberative plans (which operate in the long-term) and problem-solving strategies

    Building long-term relationships with virtual and robotic characters: the role of remembering

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    With the recent advances, today people are able to communicate with embodied (virtual/robotic) entities using natural ways of communication. In order to use them in our daily lives, they need to be intelligent enough to make long-term relationships with us and this is highly challenging. Previous work on long-term interaction frequently reported that after the novelty effect disappeared, users' interest into the interaction decreased with time. Our primary goal in this study was to develop a system that can still keep the attention of the users after the first interaction. Incorporating the notion of time, we think that the key to long-term interaction is the recall of past memories during current conversation. For this purpose, we developed a long-term interaction framework with remembering and dialogue planning capability. In order to see the effect of remembering on users, we designed a tutoring application and measured the changes in social presence and task engagement levels according to the existence of memory. Different from previous work, users' interest in our system did not decrease with time with the important contributions of remembering to the engagement level of user
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