23 research outputs found
Reallocation Problems in Agent Societies: A Local Mechanism to Maximize Social Welfare
Resource reallocation problems are common in real life and therefore gain an increasing interest in Computer Science and Economics. Such problems consider agents living in a society and negotiating their resources with each other in order to improve the welfare of the population. In many studies however, the unrealistic context considered, where agents have a flawless knowledge and unlimited interaction abilities, impedes the application of these techniques in real life problematics. In this paper, we study how agents should behave in order to maximize the welfare of the society. We propose a multi-agent method based on autonomous agents endowed with a local knowledge and local interactions. Our approach features a more realistic environment based on social networks, inside which we provide the behavior for the agents and the negotiation settings required for them to lead the negotiation processes towards socially optimal allocations. We prove that bilateral transactions of restricted cardinality are sufficient in practice to converge towards an optimal solution for different social objectives. An experimental study supports our claims and highlights the impact of a realistic environment on the efficiency of the techniques utilized.Resource Allocation, Negotiation, Social Welfare, Agent Society, Behavior, Emergence
Preference learning for affective modeling
There is an increasing trend towards personalization of services and interaction. The use of computational models for learning to predict user emotional preferences is of significant importance towards system personalization. Preference learning is a machine learning research area that aids in the process of exploiting a set of specific features of an individual in an attempt to predict her preferences. This paper outlines the use of preference learning for modeling emotional preferences and shows the methodology's promise for constructing accurate computational models of affect.peer-reviewe
Game adaptivity impact on affective physical interaction
Adaptive human computer interaction is necessary for successfully closing the affective loop within intelligent interactive systems. This paper investigates the impact of adaptivity on the physiological state and the expressed emotional preferences of users. A physical interactive game is used as a test-bed system and its real-time adaptation mechanism is evaluated using a survey experiment. Results reveal that entertainment preferences expressed are consistent with the affective model constructed and that adaptation generates dissimilar physiological responses with respect to preferences.peer-reviewe
Preliminary studies for capturing entertainment through physiology in physical play
This report presents preliminary physical control experiments for capturing and modeling the affective state of entertainment — that is, whether people are having "fun" — of users of the innovative Play-ware playground, an interactive physical playground. The goal is to con-struct, using representative statistics computed from children's physio-logical hear rate (HR) signals, an estimator of the degree to which games provided by the playground engage the players. For this purpose chil-dren's HR signals, and their expressed preferences of how much "fun" particular game variants are, are obtained from experiments using games implemented on the Playware playground. Neuro-evolution techniques combined with feature set selection methods permit the construction of user models that predict reported entertainment preferences given HR features. These models are expressed as artificial neural networks and are demonstrated and evaluated on two Playware games and the pre-liminary control task requiring physical activity. Results demonstrate that the proposed preliminary control experiment is not an appropriate control for physical activity effects since it may generate HR dynamics rather easy to separate from game-play HR dynamics, and allows one to distinguish entertaining game-play from exercise purely on the artificial basis of the kind of physical activity taking place. Conclusions derived from this study constitute the basis for the design of more appropriate control experiments and user models in future studies.peer-reviewe
Feature selection for capturing the experience of fun
Several approaches for constructing metrics to capture
player experience have been presented previously. In
this paper, we propose a generic methodology based on
feature selection and preference machine learning for
constructing such metric models of the degree to which
a player enjoys a given game.
For that purpose, previous and new survey experiments
on computer and physical interactive games are presented.
Given effective data collection a set of numerical
features is extracted from a player’s interaction with
the game and its physiological state. Then feature selection
algorithms are employed together with a function
approximator based on artificial neural networks to
construct feature sets and function that model the players’
notion of ‘fun’ for the game under investigation.
Performance of the model is evaluated by the degree
to which the preferences predicted by the model match
those ‘fun’ (entertainment) preferences expressed by
the subjects.
The results show that effective models can be constructed
using the proposed approach. The limitations
and the use of the methodology as an effective adaptive
mechanism to entertainment augmentation are discussed.This work was supported in part by the Danish Research
Agency, Ministry of Science, Technology and Innovation
(project no: 274-05-0511).peer-reviewe
Entertainment modeling in physical play through physiology beyond heart-rate
An investigation into capturing the relation of physiology, beyond heart rate recording, to expressed preferences of entertainment in children’s physical gameplay is presented in this paper. An exploratory survey experiment raises the difficulties of isolating elements derived (solely) from heart rate recordings attributed to reported entertainment and a control experiment for surmounting those difficulties is proposed. Then a survey experiment on a larger scale is devised where more physiological signals (Blood Volume Pulse and Skin Conductance) are collected and analyzed. Given effective data collection a set of numerical features is extracted from the child’s physiological state. A preference learning mechanism based on neuro-evolution is used to construct a function of single physiological features that models the players’ notion of ‘fun’ for the games under investigation. Performance of the model is evaluated by the degree to which the preferences predicted by the model match those expressed by the children. Results indicate that there appears to be increased mental/emotional effort in preferred games of children.peer-reviewe
Extending neuro-evolutionary preference learning through player modelling
In this paper we propose a methodology for improving the accuracy of models that predict self-reported player pairwise preferences. Our approach extends neuro-evolutionary preference learning by embedding a player modeling module for the prediction of player preferences. Player types are identified using self-organization and feed the preference learner. Our experiments on a dataset derived from a game survey of subjects playing a 3D prey/predator game demonstrate that the player model-driven preference learning approach proposed improves the performance of preference learning significantly and shows promise for the construction of more accurate cognitive and affective models.peer-reviewe
REVIEW OF MODELING PREFERENCES FOR DECISION MODELS
A group decision problem is set in environments where there is a common issue to solve, a set of possible options to choose, and a set of individuals who are experts and express their opinions about the set of possible alternatives with the intention to reach a collective decision as the unique solution of the problem in question. The modeling of the preferences of the decision-maker is an essential stage in the construction of models used in the theory of decision, operations research, economics, etc. On decision problems experts use models of representation of preferences that are close to their disciplines or fields of work. The structures of information most commonly used for the representation of the preferences of experts are vectors of utility, orders of preference and preference relations. In decision problems, the expression of preferences domain is the domain of information used by the experts to express their preferences, the main are numerical, linguistic, and intervalar stressing the multi-granular linguistic. This paper is a review of these concepts. Its purpose is to provide a guide of bibliographic references for these concepts, which are briefly discussed in this document