8 research outputs found
Tight Logic Programs
This note is about the relationship between two theories of negation as
failure -- one based on program completion, the other based on stable models,
or answer sets. Francois Fages showed that if a logic program satisfies a
certain syntactic condition, which is now called ``tightness,'' then its stable
models can be characterized as the models of its completion. We extend the
definition of tightness and Fages' theorem to programs with nested expressions
in the bodies of rules, and study tight logic programs containing the
definition of the transitive closure of a predicate.Comment: To appear in Special Issue of the Theory and Practice of Logic
Programming Journal on Answer Set Programming, 200
On the definition of non-player character behaviour for real-time simulated virtual environments.
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
Formalization of the traffic world in the C action language
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent Univ., 2000.Thesis (Master's) -- Bilkent University, 2000.Includes bibliographical references leaves 79-82Erdoğan, Selim TM.S
Role-based and agent-oriented teamwork modeling
Teamwork has become increasingly important in many disciplines. To support
teamwork in dynamic and complex domains, a teamwork programming language and a
teamwork architecture are important for specifying the knowledge of teamwork and for
interpreting the knowledge of teamwork and then driving agents to interact with the
domains. Psychological studies on teamwork have also shown that team members in an
effective team often maintain shared mental models so that they can have mutual
expectation on each other. However, existing agent/teamwork programming languages
cannot explicitly express the mental states underlying teamwork, and existing
representation of the shared mental models are inefficient and further become an
obstacle to support effective teamwork. To address these issues, we have developed a
teamwork programming language called Role-Based MALLET (RoB-MALLET) which
has rich expressivity to explicitly specify the mental states underlying teamwork. By
using roles and role variables, the knowledge of team processes is specified in terms of
conceptual notions, instead of specific agents and agent variables, allowing joint
intentions to be formed and this knowledge to be reused by different teams of agents.
Further, based on roles and role variables, we have developed mechanisms of task
decomposition and task delegation, by which the knowledge of a team process is
decomposed into the knowledge of a team process for individuals and then delegate it to
agents. We have also developed an efficient representation of shared mental models
called Role-Based Shared Mental Model (RoB-SMM) by which agents only maintain
individual processes complementary with others?? individual process and a low level of
overlapping called team organizations. Based on RoB-SMMs, we have developed tworeasoning mechanisms to improve team performance, including Role-Based Proactive
Information Exchange (RoB-PIE) and Role-Based Proactive Helping Behaivors (RoBPHB).
Through RoB-PIE, agents can anticipate other agents?? information needs and
proactively exchange information with them. Through RoB-PHB, agents can identify
other agents?? help needs and proactively initialize actions to help them. Our experiments
have shown that RoB-MALLET is flexible in specifying reusable plans, RoB-SMMs is
efficient in supporting effective teamwork, and RoB-PHB improves team performance
Modal Action Logics for Reasoning about Reactive Systems
Meyer, J-.J.Ch. [Promotor]Riet, R.P. [Promotor]van de Wieringa, R. [Promotor
Two Components of An Action Language
Some of the recent work on representing action makes use of high-level action languages. In this paper we show that an action language can be represented as the sum of two distinct parts: an "action description language" and an "action query language." A set of propositions in an action description language describes the effects of actions on states. Mathematically, it defines a transition system of the kind familiar from the theory of finite automata. An action query language serves for expressing properties of paths in a given transition system. We define the general concepts of a transition system, of an action description language and of an action query language, give a series of examples of languages of both kinds, and show how to combine a description language and a query language into one. This construction makes it possible to design the two components of an action language independently, which leads to the simplification and clarification of the theory of actions. 1 Introducti..