3,269 research outputs found

    Comparing behavior in agent modelling task

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    Proceeding of: IADIS International Conference Applied Computing 2006. February 25-28, 2006, San Sebastian, Spain.Reprint from a paper published in the Proceedings of the IADIS International Conference AC 2006In multi-agent system, agents have to analyze several features in order to adapt their behavior to the current situation. This extracted information is usually related to the environment and other agents influence. In this paper we present a method that compare two different agent models in order to extract the qualitative differences between them. This proposed comparative method captures several features of the two agent models and model them considering its behavior.Publicad

    Recognizing Teamwork Activity In Observations Of Embodied Agents

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    This thesis presents contributions to the theory and practice of team activity recognition. A particular focus of our work was to improve our ability to collect and label representative samples, thus making the team activity recognition more efficient. A second focus of our work is improving the robustness of the recognition process in the presence of noisy and distorted data. The main contributions of this thesis are as follows: We developed a software tool, the Teamwork Scenario Editor (TSE), for the acquisition, segmentation and labeling of teamwork data. Using the TSE we acquired a corpus of labeled team actions both from synthetic and real world sources. We developed an approach through which representations of idealized team actions can be acquired in form of Hidden Markov Models which are trained using a small set of representative examples segmented and labeled with the TSE. We developed set of team-oriented feature functions, which extract discrete features from the high-dimensional continuous data. The features were chosen such that they mimic the features used by humans when recognizing teamwork actions. We developed a technique to recognize the likely roles played by agents in teams even before the team action was recognized. Through experimental studies we show that the feature functions and role recognition module significantly increase the recognition accuracy, while allowing arbitrary shuffled inputs and noisy data

    Multi-Agent System Concepts Theory and Application Phases

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    Exploiting Opponent Modeling For Learning In Multi-agent Adversarial Games

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    An issue with learning effective policies in multi-agent adversarial games is that the size of the search space can be prohibitively large when the actions of both teammates and opponents are considered simultaneously. Opponent modeling, predicting an opponent’s actions in advance of execution, is one approach for selecting actions in adversarial settings, but it is often performed in an ad hoc way. In this dissertation, we introduce several methods for using opponent modeling, in the form of predictions about the players’ physical movements, to learn team policies. To explore the problem of decision-making in multi-agent adversarial scenarios, we use our approach for both offline play generation and real-time team response in the Rush 2008 American football simulator. Simultaneously predicting the movement trajectories, future reward, and play strategies of multiple players in real-time is a daunting task but we illustrate how it is possible to divide and conquer this problem with an assortment of data-driven models. By leveraging spatio-temporal traces of player movements, we learn discriminative models of defensive play for opponent modeling. With the reward information from previous play matchups, we use a modified version of UCT (Upper Conference Bounds applied to Trees) to create new offensive plays and to learn play repairs to counter predicted opponent actions. iii In team games, players must coordinate effectively to accomplish tasks while foiling their opponents either in a preplanned or emergent manner. An effective team policy must generate the necessary coordination, yet considering all possibilities for creating coordinating subgroups is computationally infeasible. Automatically identifying and preserving the coordination between key subgroups of teammates can make search more productive by pruning policies that disrupt these relationships. We demonstrate that combining opponent modeling with automatic subgroup identification can be used to create team policies with a higher average yardage than either the baseline game or domain-specific heuristics

    Play type recognition in real-world football video

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    This paper presents a vision system for recognizing the sequence of plays in amateur videos of American football games (e.g. offense, defense, kickoff, punt, etc). The sys-tem is aimed at reducing user effort in annotating foot-ball videos, which are posted on a web service used by over 13,000 high school, college, and professional football teams. Recognizing football plays is particularly challeng-ing in the context of such a web service, due to the huge variations across videos, in terms of camera viewpoint, mo-tion, distance from the field, as well as amateur camerawork quality, and lighting conditions, among other factors. Given a sequence of videos, where each shows a particular play of a football game, we first run noisy play-level detectors on every video. Then, we integrate responses of the play-level detectors with global game-level reasoning which accounts for statistical knowledge about football games. Our empir-ical results on more than 1450 videos from 10 diverse foot-ball games show that our approach is quite effective, and close to being usable in a real-world setting. 1

    CAOS Coach 2006 Simulation Team: An Opponent Modelling Approach

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    Agent technology represents a very interesting new means for analyzing, designing and building complex software systems. Nowadays, agent modelling in multi-agent systems is increasingly becoming more complex and significant. RoboCup Coach Competition is an exciting competition in the RoboCup Soccer League and its main goal is to encourage research in multii-agent modelling. This paper describes a novel method used by the team CAOS (CAOS Coach 2006 Simulation Team) in this competition. The objective of the team is to model successfully the behaviour of a multi-agent system

    Spartan Daily, November 9, 1934

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    Volume 23, Issue 36https://scholarworks.sjsu.edu/spartandaily/2215/thumbnail.jp
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