5,144 research outputs found

    Behavioral Specialization in Embodied Evolutionary Robotics: Why So Difficult?

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    Embodied evolutionary robotics is an on-line distributed learning method used in collective robotics where robots are facing open environments. This paper focuses on learning behavioral specialization, as defined by robots being able to demonstrate different kind of behaviors at the same time (e.g., division of labor). Using a foraging task with two resources available in limited quantities, we show that behavioral specialization is unlikely to evolve in the general case, unless very specific conditions are met regarding interactions between robots (a very sparse communication network is required) and the expected outcome of specialization (specialization into groups of similar sizes is easier to achieve). We also show that the population size (the larger the better) as well as the selection scheme used (favoring exploration over exploitation) both play important – though not always mandatory – roles. This research sheds light on why existing embodied evolution algorithms are limited with respect to learning efficient division of labor in the general case, i.e., where it is not possible to guess before deployment if behavioral specialization is required or not, and gives directions to overcome current limitations.This work is supported by the European Unions Horizon 2020 research and innovation programme under grant agreement No 640891, and the ERC Advanced Grant EPNet (340828). Part of the experiments presented in this paper were carried out using the Grid’5000 experimental testbed, being developed under the INRIA ALADDIN development action with support from CNRS, RENATER, and several Universities as well as other funding bodies (see https://www.grid5000.fr). The other parts of the simulations have been done in the supercomputer MareNostrum at Barcelona Supercomputing Center – Centro Nacional de Supercomputacion (The Spanish National Supercomputing Center).Peer ReviewedPostprint (published version

    Modelling the co-evolution of trade and culture

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    We presents a new framework to study the co-evolution of cultural change and trade. The design aims for a trade-off between the flexibility necessary for the implementation of multiple models and the structure necessary for the comparison between the models implemented. To create this framework we propose an Agent-Based Model relying on agents producing, exchanging and associating values to a list of goods. We present the key concepts of the framework and two examples of its implementation which allow us to show the flexibility of our framework. Moreover, we compare the results obtained by the two models, thus validating the structure of the framework. Finally, we validate the implementation of a trading model by studying the price structure it produces

    Using an Alternative Forced-choice Method to Study Shock Perception at Cyclists’ Hands: The Effect of Tyre Pressure

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    AbstractIn road cycling, tyre pressure has an influence on both performance and comfort of the cyclist. In this paper, the relationship between tyre pressure and shock perception at the cyclist's hands was quantitatively analysed by measuring the Just Noticeable Difference in Level (JNDL) of tyre pressure. The JNDL was determined by using a three-alternative forced-choice (3-AFC) method. The measurement was carried out on seven healthy subjects exposed to shock-type excitation on a laboratory bicycle treadmill. The dispersion of the measured tyre pressure JNDL (69 to 241 kPa; mean 155 kPa; SD 73 kPa) shows a large variability in the hands’ perception of shock in the cyclists tested. This suggests that some cyclists have a better capacity than others to differentiate impact sensory inputs at the hands, making them more likely to discern subtle differences in bicycle response dynamics

    Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry

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    This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of contents and services to digital, in a scenario of rapidly increasing convergence of digital technologies and integration of media services taking advantage of improved and permanent network connections. The role of the so-called creative content industry is expected to increase accordingly. Communication services and media industry will co-evolve on the playground of the Internet of services, along with a product to service transformation of the software market in general. In this general context the Video games Software industry plays and is expected to play a major role. The games industry may become a major driver of the development of networks as it has been in the past for the development of computer hardware.JRC.DDG.J.4-Information Societ
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