133 research outputs found

    An analysis of connectivity

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    Recent evidence in biology indicates crossmodal, which is to say information sharing between the different senses, influences in the brain. This helps to explain such phenomenon as the McGurk effect, where even though a person knows that he is seeing the lip movement “GA” and is hearing the sound “BA”, the person usually can’t help but think that they are hearing the sound “DA”. The McGurk effect is an example of where the visual sense influences the perception of the audio sense. These discoveries transition old feedforward models of the brain to ones that rely on feedback connections and, more recently, crossmodal connections. Although we have many software systems that rely on some form of intelligence, i.e. person recognition software, speech to text software, etc, very few take advantage of crossmodal influences. This thesis provides an analysis of the importance of connections between explicit modalities in a recurrent neural network model. Each modality is represented as an individual recurrent neural network. The connections between the modalities and the modalities themselves are trained by applying a genetic algorithm to generate a population of the full model to solve certain types of classification problems. The main contribution of this work is to experimentally show the relative importance of feedback and crossmodal connections. From this it can be argued that the utilization of crossmodal information at an earlier stage of decision making can boost the accuracy and reliability of intelligent systems

    Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games

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    These proceedings contain the papers presented at the Workshop on Adaptive approaches for Optimizing Player Satisfaction in Computer and Physical Games held at the Ninth international conference on the Simulation of Adaptive Behavior (SAB’06): From Animals to Animats 9 in Rome, Italy on 1 October 2006. We were motivated by the current state-of-the-art in intelligent game design using adaptive approaches. Artificial Intelligence (AI) techniques are mainly focused on generating human-like and intelligent character behaviors. Meanwhile there is generally little further analysis of whether these behaviors contribute to the satisfaction of the player. The implicit hypothesis motivating this research is that intelligent opponent behaviors enable the player to gain more satisfaction from the game. This hypothesis may well be true; however, since no notion of entertainment or enjoyment is explicitly defined, there is therefore little evidence that a specific character behavior generates enjoyable games. Our objective for holding this workshop was to encourage the study, development, integration, and evaluation of adaptive methodologies based on richer forms of humanmachine interaction for augmenting gameplay experiences for the player. We wanted to encourage a dialogue among researchers in AI, human-computer interaction and psychology disciplines who investigate dissimilar methodologies for improving gameplay experiences. We expected that this workshop would yield an understanding of state-ofthe- art approaches for capturing and augmenting player satisfaction in interactive systems such as computer games. Our invited speaker was Hakon Steinø, Technical Producer of IO-Interactive, who discussed applied AI research at IO-Interactive, portrayed the future trends of AI in computer game industry and debated the use of academic-oriented methodologies for augmenting player satisfaction. The sessions of presentations and discussions where classified into three themes: Adaptive Learning, Examples of Adaptive Games and Player Modeling. The Workshop Committee did a great job in providing suggestions and informative reviews for the submissions; thank you! This workshop was in part supported by the Danish National Research Council (project no: 274-05-0511). Finally, thanks to all the participants; we hope you found this to be useful!peer-reviewe

    Efficient Evolution of Neural Networks

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    This thesis addresses the study of evolutionary methods for the synthesis of neural network controllers. Chapter 1 introduces the research area, reviews the state of the art, discusses promising research directions, and presents the two major scientific objectives of the thesis. The first objective, which is covered in Chapter 2, is to verify the efficacy of some of the most promising neuro-evolutionary methods proposed in the literature, including two new methods that I elaborated. This has been made by designing extended version of the double-pole balancing problem, which can be used to more properly benchmark alternative algorithms, by studying the effect of critical parameters, and by conducting several series of comparative experiments. The obtained results indicate that some methods perform better with respect to all the considered criteria, i.e. performance, robustness to environmental variations and capability to scale-up to more complex problems. The second objective, which is targeted in Chapter 3, consists in the design of a new hybrid algorithm that combines evolution and learning by demonstration. The combination of these two processes is appealing since it potentially allows the adaptive agent to exploit a richer training feedback constituted by both a scalar performance objective (reinforcement signal or fitness measure) and a detailed description of a suitable behaviour (demonstration). The proposed method has been successfully evaluated on two qualitatively different robotic problems. Chapter 4 summarizes the results obtained and describes the major contributions of the thesis

    Artificial general intelligence: Proceedings of the Second Conference on Artificial General Intelligence, AGI 2009, Arlington, Virginia, USA, March 6-9, 2009

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    Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI – to create broad human-like and transhuman intelligence, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. Due to the difficulty of this task, for the last few decades the majority of AI researchers have focused on what has been called narrow AI – the production of AI systems displaying intelligence regarding specific, highly constrained tasks. In recent years, however, more and more researchers have recognized the necessity – and feasibility – of returning to the original goals of the field. Increasingly, there is a call for a transition back to confronting the more difficult issues of human level intelligence and more broadly artificial general intelligence

    Trajectory solutions for a game-playing robot using nonprehensile manipulation methods and machine vision

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    The need for autonomous systems designed to play games, both strategy-based and physical, comes from the quest to model human behaviour under tough and competitive environments that require human skill at its best. In the last two decades, and especially after the 1996 defeat of the world chess champion by a chess-playing computer, physical games have been receiving greater attention. Robocup TM, i.e. robotic football, is a well-known example, with the participation of thousands of researchers all over the world. The robots created to play snooker/pool/billiards are placed in this context. Snooker, as well as being a game of strategy, also requires accurate physical manipulation skills from the player, and these two aspects qualify snooker as a potential game for autonomous system development research. Although research into playing strategy in snooker has made considerable progress using various artificial intelligence methods, the physical manipulation part of the game is not fully addressed by the robots created so far. This thesis looks at the different ball manipulation options snooker players use, like the shots that impart spin to the ball in order to accurately position the balls on the table, by trying to predict the ball trajectories under the action of various dynamic phenomena, such as impacts. A 3-degree of freedom robot, which can manipulate the snooker cue on a par with humans, at high velocities, using a servomotor, and position the snooker cue on the ball accurately with the help of a stepper drive, is designed and fabricated. [Continues.
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