9,365 research outputs found
Towards A Theory-Of-Mind-Inspired Generic Decision-Making Framework
Simulation is widely used to make model-based predictions, but few approaches
have attempted this technique in dynamic physical environments of medium to
high complexity or in general contexts. After an introduction to the cognitive
science concepts from which this work is inspired and the current development
in the use of simulation as a decision-making technique, we propose a generic
framework based on theory of mind, which allows an agent to reason and perform
actions using multiple simulations of automatically created or externally
inputted models of the perceived environment. A description of a partial
implementation is given, which aims to solve a popular game within the
IJCAI2013 AIBirds contest. Results of our approach are presented, in comparison
with the competition benchmark. Finally, future developments regarding the
framework are discussed.Comment: 7 pages, 5 figures, IJCAI 2013 Symposium on AI in Angry Bird
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
The Contribution of Society to the Construction of Individual Intelligence
It is argued that society is a crucial factor in the construction of individual intelligence. In other words that it is important that intelligence is socially situated in an analogous way to the physical situation of robots. Evidence that this may be the case is taken from developmental linguistics, the social intelligence hypothesis, the complexity of society, the need for self-reflection and autism. The consequences for the development of artificial social agents is briefly considered. Finally some challenges for research into socially situated intelligence are highlighted
Modeling and Simulation of Robots Playing Football using MA TLAB/SIMULINK
Cooperating autonomous robots are characterized as intelligent systems that
combine perception, reasoning, and action to perform cooperative tasks under
circumstances that are insufficiently known in advance, and changing during task
execution. There are various reasons to why we should build cooperative robots. They
include increasing reliability and robustness through redundancy, decreasing task
completion time through parallelism and decreasing cost through simpler individual robot
design. Cooperative robots can be applied in various fields such as mining, construction,
planetary exploration, automated manufacturing, search and rescue missions, cleanup of
hazardous waste, industrial/household maintenance, nuclear power plant
decommissioning, security, and surveillance. However, in this project cooperating
autonomous robots are applied in terms of robots playing football. A fully autonomous
robot has the ability to gain information about the environment, work for an extended
period without human intervention, move either all or parts of itself throughout its
operating environment without human assistance and to avoid situations that are harmful
to people, property or itself. An autonomous robot may also learn or gain new capabilities
like adjusting strategies for accomplishing its task(s) or adapting to changing
surrounding. Therefore this project will inculcate the criteria of autonomous robots in
term of robots playing football. This study will incorporate programming using
MATLAB/SIMULINK, producing mathematical models and applying control analysis
methods
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