29,146 research outputs found
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
Exploring the Referral and Usage of Science Fiction in HCI Literature
Research on science fiction (sci-fi) in scientific publications has indicated
the usage of sci-fi stories, movies or shows to inspire novel Human-Computer
Interaction (HCI) research. Yet no studies have analysed sci-fi in a top-ranked
computer science conference at present. For that reason, we examine the CHI
main track for the presence and nature of sci-fi referrals in relationship to
HCI research. We search for six sci-fi terms in a dataset of 5812 CHI main
proceedings and code the context of 175 sci-fi referrals in 83 papers indexed
in the CHI main track. In our results, we categorize these papers into five
contemporary HCI research themes wherein sci-fi and HCI interconnect: 1)
Theoretical Design Research; 2) New Interactions; 3) Human-Body Modification or
Extension; 4) Human-Robot Interaction and Artificial Intelligence; and 5)
Visions of Computing and HCI. In conclusion, we discuss results and
implications located in the promising arena of sci-fi and HCI research.Comment: v1: 20 pages, 4 figures, 3 tables, HCI International 2018 accepted
submission v2: 20 pages, 4 figures, 3 tables, added link/doi for Springer
proceedin
Deep Reinforcement Learning from Self-Play in Imperfect-Information Games
Many real-world applications can be described as large-scale games of
imperfect information. To deal with these challenging domains, prior work has
focused on computing Nash equilibria in a handcrafted abstraction of the
domain. In this paper we introduce the first scalable end-to-end approach to
learning approximate Nash equilibria without prior domain knowledge. Our method
combines fictitious self-play with deep reinforcement learning. When applied to
Leduc poker, Neural Fictitious Self-Play (NFSP) approached a Nash equilibrium,
whereas common reinforcement learning methods diverged. In Limit Texas Holdem,
a poker game of real-world scale, NFSP learnt a strategy that approached the
performance of state-of-the-art, superhuman algorithms based on significant
domain expertise.Comment: updated version, incorporating conference feedbac
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