13,996 research outputs found

    Two-Timescale Learning Using Idiotypic Behaviour Mediation For A Navigating Mobile Robot

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    A combined Short-Term Learning (STL) and Long-Term Learning (LTL) approach to solving mobile-robot navigation problems is presented and tested in both the real and virtual domains. The LTL phase consists of rapid simulations that use a Genetic Algorithm to derive diverse sets of behaviours, encoded as variable sets of attributes, and the STL phase is an idiotypic Artificial Immune System. Results from the LTL phase show that sets of behaviours develop very rapidly, and significantly greater diversity is obtained when multiple autonomous populations are used, rather than a single one. The architecture is assessed under various scenarios, including removal of the LTL phase and switching off the idiotypic mechanism in the STL phase. The comparisons provide substantial evidence that the best option is the inclusion of both the LTL phase and the idiotypic system. In addition, this paper shows that structurally different environments can be used for the two phases without compromising transferability.Comment: 40 pages, 12 tables, Journal of Applied Soft Computin

    A canonical theory of dynamic decision-making

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    Decision-making behavior is studied in many very different fields, from medicine and eco- nomics to psychology and neuroscience, with major contributions from mathematics and statistics, computer science, AI, and other technical disciplines. However the conceptual- ization of what decision-making is and methods for studying it vary greatly and this has resulted in fragmentation of the field. A theory that can accommodate various perspectives may facilitate interdisciplinary working. We present such a theory in which decision-making is articulated as a set of canonical functions that are sufficiently general to accommodate diverse viewpoints, yet sufficiently precise that they can be instantiated in different ways for specific theoretical or practical purposes. The canons cover the whole decision cycle, from the framing of a decision based on the goals, beliefs, and background knowledge of the decision-maker to the formulation of decision options, establishing preferences over them, and making commitments. Commitments can lead to the initiation of new decisions and any step in the cycle can incorporate reasoning about previous decisions and the rationales for them, and lead to revising or abandoning existing commitments. The theory situates decision-making with respect to other high-level cognitive capabilities like problem solving, planning, and collaborative decision-making. The canonical approach is assessed in three domains: cognitive and neuropsychology, artificial intelligence, and decision engineering

    The process of user-innovation: A case study on user innovation in a consumer goods setting

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    Manufacturers usually benefit by dividing their innovation processes into distinct phases in order to ensure that the development activities are performed efficiently in an appropriate sequence. Users usually do not apply such structured processes. They follow a more intuition-driven approach. In this paper we analyze the way users improve or develop novel products. The field of our research is a new and rapidly evolving consumer market, the sport of kite surfing. We identified a sequence that underlies the approaches of user inventors. This sequence consists of two major stages, (1) idea generation and (2) idea realization, each again subdivided. We propose that a manufacturer in the relevant product field can significantly profit from more closely observing such user activities: Better understanding of tacit needs which cannot be derived by applying classical market research methods. Learn about the adequacy of solutions from the user. This may guide their development activities and prevent development of inadequate solutions. Collect user ideas as well as corresponding solution knowledge at very low tariffs and increase reputation as a customer-close organization. --Produktinnovation,Produktentwicklung,Benutzer / Beteiligung

    Learning relational models with human interaction for planning in robotics

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    Automated planning has proven to be useful to solve problems where an agent has to maximize a reward function by executing actions. As planners have been improved to salve more expressive and difficult problems, there is an increasing interest in using planning to improve efficiency in robotic tasks. However, planners rely on a domain model, which has to be either handcrafted or learned. Although learning domain models can be very costly, recent approaches provide generalization capabilities and integrate human feedback to reduce the amount of experiences required to learn. In this thesis we propase new methods that allow an agent with no previous knowledge to solve certain problems more efficiently by using task planning. First, we show how to apply probabilistic planning to improve robot performance in manipulation tasks (such as cleaning the dirt or clearing the tableware on a table). Planners obtain sequences of actions that get the best result in the long term, beating reactive strategies. Second, we introduce new reinforcement learning algorithms where the agent can actively request demonstrations from a teacher to learn new actions and speed up the learning process. In particular, we propase an algorithm that allows the user to set the mínimum quality to be achieved, where a better quality also implies that a larger number of demonstrations will be requested . Moreover, the learned model is analyzed to extract the unlearned or problematic parts of the model. This information allow the agent to provide guidance to the teacher when a demonstration is requested, and to avoid irrecoverable errors. Finally, a new domain model learner is introduced that, in addition to relational probabilistic action models, can also learn exogenous effects. This learner can be integrated with existing planners and reinforcement learning algorithms to salve a wide range of problems. In summary, we improve the use of learning and task planning to salve unknown tasks. The improvements allow an agent to obtain a larger benefit from planners, learn faster, balance the number of action executions and teacher demonstrations, avoid irrecoverable errors, interact with a teacher to solve difficult problems, and adapt to the behavior of other agents by learning their dynamics. All the proposed methods were compared with state-of-the-art approaches, and were also demonstrated in different scenarios, including challenging robotic tasks.La planificación automática ha probado ser de gran utilidad para resolver problemas en los que un agente tiene que ejecutar acciones para maximizar una función de recompensa. A medida que los planificadores han sido capaces de resolver problemas cada vez más complejos, ha habido un creciente interés por utilizar dichos planificadores para mejorar la eficiencia de tareas robóticas. Sin embargo, los planificadores requieren un modelo del dominio, el cual puede ser creado a mano o aprendido. Aunque aprender modelos automáticamente puede ser costoso, recientemente han aparecido métodos que permiten la interacción persona-máquina y generalizan el conocimiento para reducir la cantidad de experiencias requeridas para aprender. En esta tesis proponemos nuevos métodos que permiten a un agente sin conocimiento previo de la tarea resolver problemas de forma más eficiente mediante el uso de planificación automática. Comenzaremos mostrando cómo aplicar planificación probabilística para mejorar la eficiencia de robots en tareas de manipulación (como limpiar suciedad o recoger una mesa). Los planificadores son capaces de obtener las secuencias de acciones que producen los mejores resultados a largo plazo, superando a las estrategias reactivas. Por otro lado, presentamos nuevos algoritmos de aprendizaje por refuerzo en los que el agente puede solicitar demostraciones a un profesor. Dichas demostraciones permiten al agente acelerar el aprendizaje o aprender nuevas acciones. En particular, proponemos un algoritmo que permite al usuario establecer la mínima suma de recompensas que es aceptable obtener, donde una recompensa más alta implica que se requerirán más demostraciones. Además, el modelo aprendido será analizado para identificar qué partes están incompletas o son problemáticas. Esta información permitirá al agente evitar errores irrecuperables y también guiar al profesor cuando se solicite una demostración. Finalmente, se ha introducido un nuevo método de aprendizaje para modelos de dominios que, además de obtener modelos relacionales de acciones probabilísticas, también puede aprender efectos exógenos. Mostraremos cómo integrar este método en algoritmos de aprendizaje por refuerzo para poder abordar una mayor cantidad de problemas. En resumen, hemos mejorado el uso de técnicas de aprendizaje y planificación para resolver tareas desconocidas a priori. Estas mejoras permiten a un agente aprovechar mejor los planificadores, aprender más rápido, elegir entre reducir el número de acciones ejecutadas o el número de demostraciones solicitadas, evitar errores irrecuperables, interactuar con un profesor para resolver problemas complejos, y adaptarse al comportamiento de otros agentes aprendiendo sus dinámicas. Todos los métodos propuestos han sido comparados con trabajos del estado del arte, y han sido evaluados en distintos escenarios, incluyendo tareas robóticas

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity
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