21 research outputs found

    Developing a Framework for Heterotopias as Discursive Playgrounds: A Comparative Analysis of Non-Immersive and Immersive Technologies

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    The discursive space represents the reordering of knowledge gained through accumulation. In the digital age, multimedia has become the language of information, and the space for archival practices is provided by non-immersive technologies, resulting in the disappearance of several layers from discursive activities. Heterotopias are unique, multilayered epistemic contexts that connect other systems through the exchange of information. This paper describes a process to create a framework for Virtual Reality, Mixed Reality, and personal computer environments based on heterotopias to provide absent layers. This study provides virtual museum space as an informational terrain that contains a "world within worlds" and presents place production as a layer of heterotopia and the subject of discourse. Automation for the individual multimedia content is provided via various sorting and grouping algorithms, and procedural content generation algorithms such as Binary Space Partitioning, Cellular Automata, Growth Algorithm, and Procedural Room Generation. Versions of the framework were comparatively evaluated through a user study involving 30 participants, considering factors such as usability, technology acceptance, and presence. The results of the study show that the framework can serve diverse contexts to construct multilayered digital habitats and is flexible for integration into professional and daily life practices

    Relational-Grid-World: A Novel Relational Reasoning Environment and An Agent Model for Relational Information Extraction

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    Reinforcement learning (RL) agents are often designed specifically for a particular problem and they generally have uninterpretable working processes. Statistical methods-based agent algorithms can be improved in terms of generalizability and interpretability using symbolic Artificial Intelligence (AI) tools such as logic programming. In this study, we present a model-free RL architecture that is supported with explicit relational representations of the environmental objects. For the first time, we use the PrediNet network architecture in a dynamic decision-making problem rather than image-based tasks, and Multi-Head Dot-Product Attention Network (MHDPA) as a baseline for performance comparisons. We tested two networks in two environments ---i.e., the baseline Box-World environment and our novel environment, Relational-Grid-World (RGW). With the procedurally generated RGW environment, which is complex in terms of visual perceptions and combinatorial selections, it is easy to measure the relational representation performance of the RL agents. The experiments were carried out using different configurations of the environment so that the presented module and the environment were compared with the baselines. We reached similar policy optimization performance results with the PrediNet architecture and MHDPA; additionally, we achieved to extract the propositional representation explicitly ---which makes the agent's statistical policy logic more interpretable and tractable. This flexibility in the agent's policy provides convenience for designing non-task-specific agent architectures. The main contributions of this study are two-fold ---an RL agent that can explicitly perform relational reasoning, and a new environment that measures the relational reasoning capabilities of RL agents

    Using Multi-Agent Reinforcement Learning in Auction Simulations

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    Game theory has been developed by scientists as a theory of strategic interaction among players who are supposed to be perfectly rational. These strategic interactions might have been presented in an auction, a business negotiation, a chess game, or even in a political conflict aroused between different agents. In this study, the strategic (rational) agents created by reinforcement learning algorithms are supposed to be bidder agents in various types of auction mechanisms such as British Auction, Sealed Bid Auction, and Vickrey Auction designs. Next, the equilibrium points determined by the agents are compared with the outcomes of the Nash equilibrium points for these environments. The bidding strategy of the agents is analyzed in terms of individual rationality, truthfulness (strategy-proof), and computational efficiency. The results show that using a multi-agent reinforcement learning strategy improves the outcomes of the auction simulations

    Boosted Multiple Kernel Learning for First-Person Activity Recognition

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    Activity recognition from first-person (ego-centric) videos has recently gained attention due to the increasing ubiquity of the wearable cameras. There has been a surge of efforts adapting existing feature descriptors and designing new descriptors for the first-person videos. An effective activity recognition system requires selection and use of complementary features and appropriate kernels for each feature. In this study, we propose a data-driven framework for first-person activity recognition which effectively selects and combines features and their respective kernels during the training. Our experimental results show that use of Multiple Kernel Learning (MKL) and Boosted MKL in first-person activity recognition problem exhibits improved results in comparison to the state-of-the-art. In addition, these techniques enable the expansion of the framework with new features in an efficient and convenient way.Comment: First published in the Proceedings of the 25th European Signal Processing Conference (EUSIPCO-2017) in 2017, published by EURASI

    Automated Video Game Testing Using Synthetic and Human-Like Agents

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    In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforcement learning (MGP-IRL) algorithm from tester trajectories. MGPIRL captures multiple policies executed by human testers. These testers' aims are finding defects while interacting with the game to break it, which is considerably different from game playing. We present interaction states to model such interactions. We use our agents to produce test sequences, run the game with these sequences, and check the game for each run with an automated test oracle. We analyze the proposed method in two parts: we compare the success of human-like and synthetic agents in bug finding, and we evaluate the similarity between humanlike agents and human testers. We collected 427 trajectories from human testers using the General Video Game Artificial Intelligence (GVG-AI) framework and created three games with 12 levels that contain 45 bugs. Our experiments reveal that human-like and synthetic agents compete with human testers' bug finding performances. Moreover, we show that MGP-IRL increases the human-likeness of agents while improving the bug finding performance

    Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing

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    In this paper, we study the effects of several Monte Carlo Tree Search (MCTS) modifications for video game testing. Although MCTS modifications are highly studied in game playing, their impacts on finding bugs are blank. We focused on bug finding in our previous study where we introduced synthetic and human-like test goals and we used these test goals in Sarsa and MCTS agents to find bugs. In this study, we extend the MCTS agent with several modifications for game testing purposes. Furthermore, we present a novel tree reuse strategy. We experiment with these modifications by testing them on three testbed games, four levels each, that contain 45 bugs in total. We use the General Video Game Artificial Intelligence (GVG-AI) framework to create the testbed games and collect 427 human tester trajectories using the GVG-AI framework. We analyze the proposed modifications in three parts: we evaluate their effects on bug finding performances of agents, we measure their success under two different computational budgets, and we assess their effects on human-likeness of the human-like agent. Our results show that MCTS modifications improve the bug finding performance of the agents

    Using Generative Adversarial Nets on Atari Games for Feature Extraction in Deep Reinforcement Learning

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    Deep Reinforcement Learning (DRL) has been successfully applied in several research domains such as robot navigation and automated video game playing. However, these methods require excessive computation and interaction with the environment, so enhancements on sample efficiency are required. The main reason for this requirement is that sparse and delayed rewards do not provide an effective supervision for representation learning of deep neural networks. In this study, Proximal Policy Optimization (PPO) algorithm is augmented with Generative Adversarial Networks (GANs) to increase the sample efficiency by enforcing the network to learn efficient representations without depending on sparse and delayed rewards as supervision. The results show that an increased performance can be obtained by jointly training a DRL agent with a GAN discriminator. ---- Derin Pekistirmeli Ogrenme, robot navigasyonu ve otomatiklestirilmis video oyunu oynama gibi arastirma alanlarinda basariyla uygulanmaktadir. Ancak, kullanilan yontemler ortam ile fazla miktarda etkilesim ve hesaplama gerektirmekte ve bu nedenle de ornek verimliligi yonunden iyilestirmelere ihtiyac duyulmaktadir. Bu gereksinimin en onemli nedeni, gecikmeli ve seyrek odul sinyallerinin derin yapay sinir aglarinin etkili betimlemeler ogrenebilmesi icin yeterli bir denetim saglayamamasidir. Bu calismada, Proksimal Politika Optimizasyonu algoritmasi Uretici Cekismeli Aglar (UCA) ile desteklenerek derin yapay sinir aglarinin seyrek ve gecikmeli odul sinyallerine bagimli olmaksizin etkili betimlemeler ogrenmesi tesvik edilmektedir. Elde edilen sonuclar onerilen algoritmanin ornek verimliliginde artis elde ettigini gostermektedir.Comment: in Turkis

    Multi-modal Egocentric Activity Recognition using Audio-Visual Features

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    Egocentric activity recognition in first-person videos has an increasing importance with a variety of applications such as lifelogging, summarization, assisted-living and activity tracking. Existing methods for this task are based on interpretation of various sensor information using pre-determined weights for each feature. In this work, we propose a new framework for egocentric activity recognition problem based on combining audio-visual features with multi-kernel learning (MKL) and multi-kernel boosting (MKBoost). For that purpose, firstly grid optical-flow, virtual-inertia feature, log-covariance, cuboid are extracted from the video. The audio signal is characterized using a "supervector", obtained based on Gaussian mixture modelling of frame-level features, followed by a maximum a-posteriori adaptation. Then, the extracted multi-modal features are adaptively fused by MKL classifiers in which both the feature and kernel selection/weighing and recognition tasks are performed together. The proposed framework was evaluated on a number of egocentric datasets. The results showed that using multi-modal features with MKL outperforms the existing methods

    Contributions from Pilot Projects in Quantum Technology Education as Support Action to Quantum Flagship

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    The GIREP community on teaching and learning quantum physics and the Education section of the Quantum flagship project of the European Union (QTEdu) have brought together different stakeholders in the field of teaching quantum physics on all levels, including outreach. The goal of QTEdu is to pave the way for the training of the future quantum workforce. To this end, it is necessary to understand the needs of the quantum technology (QT) field, make the general public aware of the existence and importance of QT, and introduce quantum physics already in high school, so that high school students can choose QT as their field of study and career. Finally, new university courses need to be established to support emerging specific profiles such as a quantum engineer. In this symposium, four QTEdu pilot projects were brought together to demonstrate how their complementary approaches have worked towards realising the above goals
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