222,070 research outputs found

    Automated state of play: rethinking anthropocentric rules of the game

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    Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised post-humanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI

    A Generalized Method for Integrating Rule-based Knowledge into Inductive Methods Through Virtual Sample Creation

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    Hybrid learning methods use theoretical knowledge of a domain and a set of classified examples to develop a method for classification. Methods that use domain knowledge have been shown to perform better than inductive learners. However, there is no general method to include domain knowledge into all inductive learning algorithms as all hybrid methods are highly specialized for a particular algorithm. We present an algorithm that will take domain knowledge in the form of propositional rules, generate artificial examples from the rules and also remove instances likely to be flawed. This enriched dataset then can be used by any learning algorithm. Experimental results of different scenarios are shown that demonstrate this method to be more effective than simple inductive learning

    Adaptive Online Sequential ELM for Concept Drift Tackling

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    A machine learning method needs to adapt to over time changes in the environment. Such changes are known as concept drift. In this paper, we propose concept drift tackling method as an enhancement of Online Sequential Extreme Learning Machine (OS-ELM) and Constructive Enhancement OS-ELM (CEOS-ELM) by adding adaptive capability for classification and regression problem. The scheme is named as adaptive OS-ELM (AOS-ELM). It is a single classifier scheme that works well to handle real drift, virtual drift, and hybrid drift. The AOS-ELM also works well for sudden drift and recurrent context change type. The scheme is a simple unified method implemented in simple lines of code. We evaluated AOS-ELM on regression and classification problem by using concept drift public data set (SEA and STAGGER) and other public data sets such as MNIST, USPS, and IDS. Experiments show that our method gives higher kappa value compared to the multiclassifier ELM ensemble. Even though AOS-ELM in practice does not need hidden nodes increase, we address some issues related to the increasing of the hidden nodes such as error condition and rank values. We propose taking the rank of the pseudoinverse matrix as an indicator parameter to detect underfitting condition.Comment: Hindawi Publishing. Computational Intelligence and Neuroscience Volume 2016 (2016), Article ID 8091267, 17 pages Received 29 January 2016, Accepted 17 May 2016. Special Issue on "Advances in Neural Networks and Hybrid-Metaheuristics: Theory, Algorithms, and Novel Engineering Applications". Academic Editor: Stefan Hauf

    Not all the bots are created equal:the Ordering Turing Test for the labelling of bots in MMORPGs

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    This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test and the functional aspects of bots in favor of studying the authentic and cooperative relationship between humans and bots. Contrary to this view, this article argues that Turing Tests are one of the ways in which authentic relationships between humans and bots take place. To understand this, this article introduces the concept of Ordering Turing Tests: these are sort of Turing Tests proposed by social actors for purposes of achieving social order when bots produce deviant behavior. An Ordering Turing Test is method for labeling deviance, whereby social actors can use this test to tell apart rule-abiding humans and rule-breaking bots. Using examples from Massively Multiplayer Online Role-Playing Games, this article illustrates how Ordering Turing Tests are proposed and justified by players and service providers. Data for the research comes from scientific literature on Machine Learning proposed for the identification of bots and from game forums and other player produced paratexts from the case study of the game Runescape

    Vulnerable GPU Memory Management: Towards Recovering Raw Data from GPU

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    In this paper, we present that security threats coming with existing GPU memory management strategy are overlooked, which opens a back door for adversaries to freely break the memory isolation: they enable adversaries without any privilege in a computer to recover the raw memory data left by previous processes directly. More importantly, such attacks can work on not only normal multi-user operating systems, but also cloud computing platforms. To demonstrate the seriousness of such attacks, we recovered original data directly from GPU memory residues left by exited commodity applications, including Google Chrome, Adobe Reader, GIMP, Matlab. The results show that, because of the vulnerable memory management strategy, commodity applications in our experiments are all affected
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