6 research outputs found

    What sort of control system is able to have a personality?

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    This paper outlines a design-based methodology for the study of mind as a part of the broad discipline of Artificial Intelligence. Within that framework some architectural requirements for human-like minds are discussed, and some preliminary suggestions made regarding mechanisms underlying motivation, emotions, and personality. A brief description is given of the `Nursemaid' or `Minder' scenario being used at the University of Birmingham as a framework for research on these problems. It may be possible later to combine some of these ideas with work on synthetic agents inhabiting virtual reality environments

    Personality representation: predicting behaviour for personalised learning support

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    The need for personalised support systems comes from the growing number of students that are being supported within institutions with shrinking resources. Over the last decade the use of computers and the Internet within education has become more predominant. This opens up a range of possibilities in regard to spreading that resource further and more effectively. Previous attempts to create automated systems such as intelligent tutoring systems and learning companions have been criticised for being pedagogically ineffective and relying on large knowledge sources which restrict their domain of application. More recent work on adaptive hypermedia has resolved some of these issues but has been criticised for the lack of support scope, focusing on learning paths and alternative content presentation. The student model used within these systems is also of limited scope and often based on learning history or learning styles.This research examines the potential of using a personality theory as the basis for a personalisation mechanism within an educational support system. The automated support system is designed to utilise a personality based profile to predict student behaviour. This prediction is then used to select the most appropriate feedback from a selection of reflective hints for students performing lab based programming activities. The rationale for the use of personality is simply that this is the concept psychologists use for identifying individual differences and similarities which are expressed in everyday behaviour. Therefore the research has investigated how these characteristics can be modelled in order to provide a fundamental understanding of the student user and thus be able to provide tailored support. As personality is used to describe individuals across many situations and behaviours, the use of such at the core of a personalisation mechanism may overcome the issues of scope experienced by previous methods.This research poses the following question: can a representation of personality be used to predict behaviour within a software system, in such a way, as to be able to personalise support?Putting forward the central claim that it is feasible to capture and represent personality within a software system for the purpose of personalising services.The research uses a mixed methods approach including a number and combination of quantitative and qualitative methods for both investigation and determining the feasibility of this approach.The main contribution of the thesis has been the development of a set of profiling models from psychological theories, which account for both individual differences and group similarities, as a means of personalising services. These are then applied to the development of a prototype system which utilises a personality based profile. The evidence from the evaluation of the developed prototype system has demonstrated an ability to predict student behaviour with limited success and personalise support.The limitations of the evaluation study and implementation difficulties suggest that the approach taken in this research is not feasible. Further research and exploration is required –particularly in the application to a subject area outside that of programming

    An action selection architecture for autonomous virtual humans in persistent worlds

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    Nowadays, virtual humans such as non-player characters in computer games need to have a strong autonomy in order to live their own life in persistent virtual worlds. When designing autonomous virtual humans, the action selection problem needs to be considered, as it is responsible for decision making at each moment in time. Indeed action selection architectures for autonomous virtual humans need to be reactive, proactive, motivational, and emotional to obtain a high degree of autonomy and individuality. The thesis can be divided into three parts. In the first part, we define each word of our title to precise their sense and raise the problematic of this work. We describe also inspirations from several domains that we used to design our model because this thesis is highly multi-disciplinary. Indeed, decision-making is essential for every autonomous entity and is studied in ethology, robotics, computer graphics, computer sciences, and cognitive sciences. However, we have chosen specific techniques to implement our model: hierarchical classifier systems and a free flow hierarchy. The second part of this thesis describes in detail our model of action selection for autonomous virtual humans. We use overlapping hierarchical classifier systems, working in parallel, to generate coherent behavioral plans. They are associated with the functionalities of a free flow hierarchy for the spreading of activation to give reactivity and flexibility to the hierarchical system. Moreover several functionalities are added to enhance and facilitate the choice of the most appropriate action at every time according to the internal and external influences. Finally, in the third part of this thesis, a complex simulated environment is created for testing the model and its functionalities with many conflicting motivations. Results demonstrate that the model is sufficiently efficient, robust and flexible for designing motivational autonomous virtual humans in persistent worlds. Moreover, we have just started to investigate on the emotional level which has to be improved in the future to have more subjective and adaptive behaviors and also manage social interactions with other virtual humans or users. Applied to video games, non player characters are more interesting and believable because they live their own life when people don't interact with them
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