115 research outputs found

    Air Force Institute of Technology Research Report 2017

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    This Research Report presents the FY18 research statistics and contributions of the Graduate School of Engineering and Management (EN) at AFIT. AFIT research interests and faculty expertise cover a broad spectrum of technical areas related to USAF needs, as reflected by the range of topics addressed in the faculty and student publications listed in this report. In most cases, the research work reported herein is directly sponsored by one or more USAF or DOD agencies. AFIT welcomes the opportunity to conduct research on additional topics of interest to the USAF, DOD, and other federal organizations when adequate manpower and financial resources are available and/or provided by a sponsor. In addition, AFIT provides research collaboration and technology transfer benefits to the public through Cooperative Research and Development Agreements (CRADAs)

    Prognostics and Health Management in Nuclear Power Plants: A Review of Technologies and Applications

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    Directed Emergent Drama

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    A fully interactive drama, where the player interacts with intelligent Non- Player Characters (NPCs), can revolutionise entertainment, gaming, education, and therapy. Creating such a genuinely interactive drama that is entertaining and gives players a sense of coherency as active participants in the unfolding drama has seen a substantial research effort. Authors have the power to shape dramatised stories for theatre or television at will. Conversely, the authors' ability to shape interactive drama is limited because the drama emerges from players' and NPCs actions during game-play, which significantly limits authoring control. A coherent drama has a recognisable dramatic structure. One philosophy is to use planning algorithms and narrative structures to reduce required authoring. However, planning algorithms are intractable for the large state-spaces intrinsic to interactive dramas, and they have not reduced the authoring problem sufficiently. A more straightforward and computationally feasible method is emergent interactive drama from players' and NPCs' actions. The main difficulty with this approach is maintaining a drama structure and theme, such as a mystery theme or a training scenario, that the player experiences while interacting with the game world. Therefore, it is necessary to impose some form of structure to guide or direct the unfolding drama. The solution introduced in this thesis is to distribute the computation among autonomous actors that are guided by goals and drama structures which a centralised autonomous director agent distributes among the actors, which comprises the following four main elements: a) autonomous rational actor agents that know they are acting and can negotiate dialogues between them to remain realistic while simultaneously progressing the drama, without the player knowing, b) Bayesian network to model the actors reasoning, including beliefs about other actors' mental states c) an autonomous director agent uses "schemas", conceptual structures based on motifs, to guide the actors

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Annual Report of the University, 2007-2008, Volumes 1-6

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    Project Summary and Goals Historically, affirmative action policies have evolved from initial programs aimed at providing equal educational opportunities to all students, to the legitimacy of programs that are aimed at achieving diversity in higher education. In June 2003, a U.S. Supreme Court ruling on affirmative action pushed higher education across the threshold toward creating a new paradigm for diversity in the 21 51 century. The court clearly stale that affirmative action is still viable but that our institutions must reconsider our traditional concepts for building diversity in the next few decades. This shift in historical context of diversity in our society has led to an important objective: If a diverse student body is an essential factor in a quality higher education, then it is imperative that elementary, secondary and undergraduate schools fulfill their missions to successfully educate a diverse population. In NM, the success of graduate programs depends on the state\u27s P-12 schools, the community and institutions of higher education, and their shared task of educating all students. Further, when the lens in broadened to view the entire P - 20 educational pipeline, it becomes apparent that the loss of students from elementary school to high school is enormous, constricting the number of students who go on to college. Not only are these of concern to what is happening in terms of their academic education but as well in terms of the communities that are affected to make critical decision and become and stay involved in the political and policy world that affects them. Guiding Principles Engaging Latino Communities for Education New Mexico (ENLACE NM) is a statewide collaboration of gente who represent the voices of underrepresented children and families- people who have historically not had a say in policy initiatives that directly impact them and their communities. Therefore, they, and others from our community, are at the forefront of this initiative. We have developed this collaboration based on a process that empowers these communities to find their voice in the pursuit of social justice and educational access, equity and success

    CAMP-BDI: an approach for multiagent systems robustness through capability-aware agents maintaining plans

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    Rational agent behaviour is frequently achieved through the use of plans, particularly within the widely used BDI (Belief-Desire-Intention) model for intelligent agents. As a consequence, preventing or handling failure of planned activity is a vital component in building robust multiagent systems; this is especially true in realistic environments, where unpredictable exogenous change during plan execution may threaten intended activities. Although reactive approaches can be employed to respond to activity failure through replanning or plan-repair, failure may have debilitative effects that act to stymie recovery and, potentially, hinder subsequent activity. A further factor is that BDI agents typically employ deterministic world and plan models, as probabilistic planning methods are typical intractable in realistically complex environments. However, deterministic operator preconditions may fail to represent world states which increase the risk of activity failure. The primary contribution of this thesis is the algorithmic design of the CAMP-BDI (Capability Aware, Maintaining Plans) approach; a modification of the BDI reasoning cycle which provides agents with beliefs and introspective reasoning to anticipate increased risk of failure and pro-actively modify intended plans in response. We define a capability meta-knowledge model, providing information to identify and address threats to activity success using precondition modelling and quantitative quality estimation. This also facilitates semantic-independent communication of capability information for general advertisement and of dependency information - we define use of the latter, within a structured messaging approach, to extend local agent algorithms towards decentralized, distributed robustness. Finally, we define a policy based approach for dynamic modification of maintenance behaviour, allowing response to observations made during runtime and with potential to improve re-usability of agents in alternate environments. An implementation of CAMP-BDI is compared against an equivalent reactive system through experimentation in multiple perturbation configurations, using a logistics domain. Our empirical evaluation indicates CAMP-BDI has significant benefit if activity failure carries a strong risk of debilitative consequence

    Advances in Reinforcement Learning

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    Reinforcement Learning (RL) is a very dynamic area in terms of theory and application. This book brings together many different aspects of the current research on several fields associated to RL which has been growing rapidly, producing a wide variety of learning algorithms for different applications. Based on 24 Chapters, it covers a very broad variety of topics in RL and their application in autonomous systems. A set of chapters in this book provide a general overview of RL while other chapters focus mostly on the applications of RL paradigms: Game Theory, Multi-Agent Theory, Robotic, Networking Technologies, Vehicular Navigation, Medicine and Industrial Logistic
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