46,041 research outputs found

    Emergent Aesthetics-Aesthetic Issues in Computer Arts

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    Emergence of Self-Organized Symbol-Based Communication \ud in Artificial Creatures

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    In this paper, we describe a digital scenario where we simulated the emergence of self-organized symbol-based communication among artificial creatures inhabiting a \ud virtual world of unpredictable predatory events. In our experiment, creatures are autonomous agents that learn symbolic relations in an unsupervised manner, with no explicit feedback, and are able to engage in dynamical and autonomous communicative interactions with other creatures, even simultaneously. In order to synthesize a behavioral ecology and infer the minimum organizational constraints for the design of our creatures, \ud we examined the well-studied case of communication in vervet monkeys. Our results show that the creatures, assuming the role of sign users and learners, behave collectively as a complex adaptive system, where self-organized communicative interactions play a \ud major role in the emergence of symbol-based communication. We also strive in this paper for a careful use of the theoretical concepts involved, including the concepts of symbol and emergence, and we make use of a multi-level model for explaining the emergence of symbols in semiotic systems as a basis for the interpretation of inter-level relationships in the semiotic processes we are studying

    Principles and Concepts of Agent-Based Modelling for Developing Geospatial Simulations

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    The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded. The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    The Self-Organization of Speech Sounds

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    The speech code is a vehicle of language: it defines a set of forms used by a community to carry information. Such a code is necessary to support the linguistic interactions that allow humans to communicate. How then may a speech code be formed prior to the existence of linguistic interactions? Moreover, the human speech code is discrete and compositional, shared by all the individuals of a community but different across communities, and phoneme inventories are characterized by statistical regularities. How can a speech code with these properties form? We try to approach these questions in the paper, using the ``methodology of the artificial''. We build a society of artificial agents, and detail a mechanism that shows the formation of a discrete speech code without pre-supposing the existence of linguistic capacities or of coordinated interactions. The mechanism is based on a low-level model of sensory-motor interactions. We show that the integration of certain very simple and non language-specific neural devices leads to the formation of a speech code that has properties similar to the human speech code. This result relies on the self-organizing properties of a generic coupling between perception and production within agents, and on the interactions between agents. The artificial system helps us to develop better intuitions on how speech might have appeared, by showing how self-organization might have helped natural selection to find speech

    Discovering Communication

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    What kind of motivation drives child language development? This article presents a computational model and a robotic experiment to articulate the hypothesis that children discover communication as a result of exploring and playing with their environment. The considered robotic agent is intrinsically motivated towards situations in which it optimally progresses in learning. To experience optimal learning progress, it must avoid situations already familiar but also situations where nothing can be learnt. The robot is placed in an environment in which both communicating and non-communicating objects are present. As a consequence of its intrinsic motivation, the robot explores this environment in an organized manner focusing first on non-communicative activities and then discovering the learning potential of certain types of interactive behaviour. In this experiment, the agent ends up being interested by communication through vocal interactions without having a specific drive for communication

    Development and validation of computational models of cellular interaction

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    In this paper we take the view that computational models of biological systems should satisfy two conditions – they should be able to predict function at a systems biology level, and robust techniques of validation against biological models must be available. A modelling paradigm for developing a predictive computational model of cellular interaction is described, and methods of providing robust validation against biological models are explored, followed by a consideration of software issues

    Multi-Agent Simulation of Emergence of Schwa Deletion Pattern in Hindi

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    Recently, there has been a revival of interest in multi-agent simulation techniques for exploring the nature of language change. However, a lack of appropriate validation of simulation experiments against real language data often calls into question the general applicability of these methods in modeling realistic language change. We try to address this issue here by making an attempt to model the phenomenon of schwa deletion in Hindi through a multi-agent simulation framework. The pattern of Hindi schwa deletion and its diachronic nature are well studied, not only out of general linguistic inquiry, but also to facilitate Hindi grapheme-to-phoneme conversion, which is a preprocessing step to text-to-speech synthesis. We show that under certain conditions, the schwa deletion pattern observed in modern Hindi emerges in the system from an initial state of no deletion. The simulation framework described in this work can be extended to model other phonological changes as well.Language Change, Linguistic Agent, Language Game, Multi-Agent Simulation, Schwa Deletion
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