3,316 research outputs found

    A Survey on the Need and Use of AI in Game Agents

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    A Protocol for the Atomic Capture of Multiple Molecules at Large Scale

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    With the rise of service-oriented computing, applications are more and more based on coordination of autonomous services. Envisioned over largely distributed and highly dynamic platforms, expressing this coordination calls for alternative programming models. The chemical programming paradigm, which models applications as chemical solutions where molecules representing digital entities involved in the computation, react together to produce a result, has been recently shown to provide the needed abstractions for autonomic coordination of services. However, the execution of such programs over large scale platforms raises several problems hindering this paradigm to be actually leveraged. Among them, the atomic capture of molecules participating in concur- rent reactions is one of the most significant. In this paper, we propose a protocol for the atomic capture of these molecules distributed and evolving over a large scale platform. As the density of possible reactions is crucial for the liveness and efficiency of such a capture, the protocol proposed is made up of two sub-protocols, each of them aimed at addressing different levels of densities of potential reactions in the solution. While the decision to choose one or the other is local to each node participating in a program's execution, a global coherent behaviour is obtained. Proof of liveness, as well as intensive simulation results showing the efficiency and limited overhead of the protocol are given.Comment: 13th International Conference on Distributed Computing and Networking (2012

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Social based adaptation in multi-agent systems

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    This work presents a new agent model based in three main topics: emotional psychology (OCC list of emotions), sociology and cognitive psychology (KAI index) and the concept of "opinion" given by the agents. The new model is suitable for implementing adaptation in changing environments, as well as for static ones which are highly unpredictable.García-Pardo Giménez De Los Galanes, JÁ. (2010). Social based adaptation in multi-agent systems. http://hdl.handle.net/10251/13702Archivo delegad

    Annotated Bibliography: Anticipation

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    Probabilidades Variacionales y Propensiones del Desarrollo: Un Estudio Filosófico del Azar en la Variación Evolutiva

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Filosofía, leída el 09/11/2020The ongoing debate over a possible extension of the explanatory corpus of evolutionary biology touches many aspects of philosophical interest, among which is the role that chance plays in its models and explanations. In particular, how evolutionary variation relates to chance seems to differ under the classical and the evo-devo perspectives. While some tools of the philosophy of probability and chance have been incorporated into important aspects of evolutionary biology, this discrepancy has not been considered from this perspective. In this dissertation, Iintend to bridge part of this gap by endorsing a conception of chance in the generation of evolutionary variation that is the result of incorporating several conceptual tools from the philosophy of probability and chance into different views over the nature of evolutionary variation. My aim is to clarify the distinct roles that chance in variation plays in the field of evo-devo as compared with classical evolutionary genetics. I depart from the construction of a suitable philosophical framework about the representative role of probabilities in evolutionary disciplines and the type of explanatory causes that are responsible for them...El actual debate sobre una posible extensión del corpus explicativo de la biología evolutiva recoge muchos aspectos de interés filosófico, entre los que se encuentra el rol del azar en sus modelos y explicaciones. En particular, la relación entre la variación evolutiva y el azar parece ser muy distinto bajo las perspectivas clásica y dela evo-devo. Mientras que algunas herramientas de la filosofía de la probabilidad y el azar han sido incorporadas en aspectos importantes de la biología evolutiva, esta disparidad no ha sido considerada desde esta perspectiva. En esta tesis, mi intención es aliviar parcialmente esta carencia defendiendo una noción de azar en la generación de la variación evolutiva que es el resultado de incorporar varias herramientas conceptuales de la filosofía de la probabilidad a distintas perspectivas sobre su naturaleza. Mi objetivo es clarificar los distintos roles que el azar en la variación juega en el campo de la evo-devo en comparación con la genética evolutiva clásica. Comienzo con la construcción de un marco filosófico que considera el rol representativo de la probabilidad en las disciplinas evolutivas y el tipo de causas explicativas que son responsables de ella...Fac. de FilosofíaTRUEunpu

    Space station automation of common module power management and distribution, volume 2

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    The new Space Station Module Power Management and Distribution System (SSM/PMAD) testbed automation system is described. The subjects discussed include testbed 120 volt dc star bus configuration and operation, SSM/PMAD automation system architecture, fault recovery and management expert system (FRAMES) rules english representation, the SSM/PMAD user interface, and the SSM/PMAD future direction. Several appendices are presented and include the following: SSM/PMAD interface user manual version 1.0, SSM/PMAD lowest level processor (LLP) reference, SSM/PMAD technical reference version 1.0, SSM/PMAD LLP visual control logic representation's (VCLR's), SSM/PMAD LLP/FRAMES interface control document (ICD) , and SSM/PMAD LLP switchgear interface controller (SIC) ICD

    CernoCAMAL : a probabilistic computational cognitive architecture

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    This thesis presents one possible way to develop a computational cognitive architecture, dubbed CernoCAMAL, that can be used to govern artificial minds probabilistically. The primary aim of the CernoCAMAL research project is to investigate how its predecessor architecture CAMAL can be extended to reason probabilistically about domain model objects through perception, and how the probability formalism can be integrated into its BDI (Belief-Desire-Intention) model to coalesce a number of mechanisms and processes. The motivation and impetus for extending CAMAL and developing CernoCAMAL is the considerable evidence that probabilistic thinking and reasoning is linked to cognitive development and plays a role in cognitive functions, such as decision making and learning. This leads us to believe that a probabilistic reasoning capability is an essential part of human intelligence. Thus, it should be a vital part of any system that attempts to emulate human intelligence computationally. The extensions and augmentations to CAMAL, which are the main contributions of the CernoCAMAL research project, are as follows: - The integration of the EBS (Extended Belief Structure) that associates a probability value with every belief statement, in order to represent the degrees of belief numerically. - The inclusion of the CPR (CernoCAMAL Probabilistic Reasoner) that reasons probabilistically over the goal- and task-oriented perceptual feedback generated by reactive sub-systems. - The compatibility of the probabilistic BDI model with the affect and motivational models and affective and motivational valences used throughout CernoCAMAL. A succession of experiments in simulation and robotic testbeds is carried out to demonstrate improvements and increased efficacy in CernoCAMAL’s overall cognitive performance. A discussion and critical appraisal of the experimental results, together with a summary, a number of potential future research directions, and some closing remarks conclude the thesis

    Conditional Partial Plans for Rational Situated Agents Capable of Deductive Reasoning and Inductive Learning

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    Rational, autonomous agents that are able to achieve their goals in dynamic, partially observable environments are the ultimate dream of Artificial Intelligence research since its beginning. The goal of this PhD thesis is to propose, develop and evaluate a framework well suited for creating intelligent agents that would be able to learn from experience, thus becoming more efficient at solving their tasks. We aim to create an agent able to function in adverse environments that it only partially understands. We are convinced that symbolic knowledge representations are the best way to achieve such versatility. In order to balance deliberation and acting, our agent needs to be emph{time-aware}, i.e. it needs to have the means to estimate its own reasoning and acting time. One of the crucial challenges is to ensure smooth interactions between the agent's internal reasoning mechanism and the learning system used to improve its behaviour. In order to address it, our agent will create several different conditional partial plans and reason about the potential usefulness of each one. Moreover it will generalise whatever experience it gathers and use it when solving subsequent, similar, problem instances. In this thesis we present on the conceptual level an architecture for rational agents, as well as implementation-based experimental results confirming that a successful lifelong learning of an autonomous artificial agent can be achieved using it

    On the definition of non-player character behaviour for real-time simulated virtual environments.

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    Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially intelligent behaviour displayed by the virtual entities that populate the games' virtual worlds. It is our firm belief that to further improve the behaviour of virtual entities, game AI development will have to mirror the advances achieved in game graphics. A major contributing factor for these advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of a programming language. This thesis presents a similar (syntactic) approach to the definition of the behaviour of virtual entities in computer games. We introduce the term behaviour definition language (BDL), describing a programming language for the definition of game entity behaviour. We specify the requirements for this type of programming language, which are applied to the development and implementation of several behaviour definition languages, culminating in the design of a new game-genre independent behaviour definition (scripting) language. This extension programming language includes several game AI techniques within a single unified system, allowing the use of different methods of behaviour definition. A subset of the language (itself a BDL) was implemented as a proof of concept of this design, providing a framework for the syntactic definition of the behaviour of virtual entities in computer games
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