13 research outputs found

    Drive-Based Utility-Maximizing Computer Game Non-Player Characters

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    This research examines the emergence of the five-string fiddle in contemporary North American fiddle culture within the past ten years. By interacting with leading artistlevel practitioners, the research documents the evolution and impact of the instrument to date in exploring the possibilities the five-string fiddle presents for musical performance and innovation. North American vernacular music and, in particular, the contemporary fiddle playing landscape, exemplifies virtousic and innovative idiomatic technique and improvisation as central to an overarching musical explosion, evidenced in the music of many high level, multi-stylistic contemporary practitioners. Within contemporary American fiddle performance, it is compelling to observe how many of the most innovative and highly regarded players now perform on five-string fiddles. The research uses a qualitative research methodology, drawing on interviews conducted with seven leading American fiddle players, each of whom has adopted the five-string fiddle in their own musical practice. The participants represent a rich cross section of American fiddle culture. They emerged naturally during the course of the literature review, and in-depth listening research, as particularly relevant sample cases. All participants were identified as leading exponents of the diversities encompassed in American fiddle music, between them sharing extensive professional recording, performance and academic experience, and all playing on five-string instruments. The research is further illuminated through practice, reflecting on my own musical work in illustrating how I have personally adopted the five-string fiddle, drawing influence from the research in demonstrating some wider possibilities of the instrument. This enquiry is important as it addresses the lack of specific research to date regarding the five-string fiddle, despite the significanance it holds for some of American fiddle music\u27s leading exponents, and consequently, for fiddle music itself. Equally significant, is the role of the instrument in facilitating the performance of innovative extended instrumental techniques, in particular, the five-string fiddles association with the rhythmic/percussive \u27chop\u27 bow techniques, now, so conspicuous within contemporary groove-based American string music. ix The findings of this research established the definitive emergence of the five-string fiddle, and subscribe that the five-string has now become a widely accepted part of the mainstream instrumentation in American music. This understanding emerges clearly through the words and practice of the participants. From this perspective, the research identifies the musical reasons that inspire the instruments popularity and elaborates through practice, the musical possibilities it presents to others. behaviour selection systems that have been used successfully in industry. The evaluations show that UDGOAP can outperform these systems in both environments. Another novel contribution of this thesis is smart ambiance. Smart ambiance is an area of space in a virtual world that holds information about the context of that space and uses this information to have non-player characters inside the space select more contextually appropriate actions. Information about the context comes from events that took place inside the smart ambiance, objects inside the smart ambiance, and the location of the smart ambiance. Smart ambiance can be used with any cost based planner. This thesis demonstrates dierent aspects of smart ambiance by causing an industry standard action planner to select more contextually appropriate behaviours than it otherwise would have without the smart ambiance

    An Investigation into the Semantics of English Topological Prepositions

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    This paper describes a psycholinguistic experiment that investigates whether the applicability of the topological spatial prepositions at , on or in to describe the spatial configuration between two objects is related to the topological relationships between objects being describe

    Feeling the Ambiance: Using Smart Ambiance to Increase Contextual Awareness in Game Agents

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    The behaviour of non-player character game agents can be made more interesting and believable through the use of increased contextual awareness. In this paper, we present smart ambiance which allows information about the am- biance of an environment (determined by the environment itself, objects in the environment and recent events) to be used in agent plan generation. We demonstrate how this leads to contextually in uenced action selection and, in turn, more interesting and believable character behaviour

    Objective Assessment of Perceptual Audio Quality Using ViSQOLAudio

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    Digital audio broadcasting services transmit substantial amounts of data that is encoded to minimize bandwidth whilst maximizing user quality of experience. Many large service providers continually alter codecs to improve the encoding process. Performing subjective tests to validate each codec alteration would be impractical, necessitating the use of objective perceptual audio quality models. This paper evaluates the quality scores from ViSQOLAudio, an objective perceptual audio quality model, against the quality scores of PEAQ, POLQA, and PEMO-Q on three datasets containing fullband audio encoded with a variety of codecs and bitrates. The results show that ViSQOLAudio was more accurate than all other models on two of the datasets and performed well on the third, demonstrating the utility of ViSQOLAudio for predicting the perceptual audio quality for encoded music

    Breast cancer management pathways during the COVID-19 pandemic: outcomes from the UK ‘Alert Level 4’ phase of the B-MaP-C study

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    Abstract: Background: The B-MaP-C study aimed to determine alterations to breast cancer (BC) management during the peak transmission period of the UK COVID-19 pandemic and the potential impact of these treatment decisions. Methods: This was a national cohort study of patients with early BC undergoing multidisciplinary team (MDT)-guided treatment recommendations during the pandemic, designated ‘standard’ or ‘COVID-altered’, in the preoperative, operative and post-operative setting. Findings: Of 3776 patients (from 64 UK units) in the study, 2246 (59%) had ‘COVID-altered’ management. ‘Bridging’ endocrine therapy was used (n = 951) where theatre capacity was reduced. There was increasing access to COVID-19 low-risk theatres during the study period (59%). In line with national guidance, immediate breast reconstruction was avoided (n = 299). Where adjuvant chemotherapy was omitted (n = 81), the median benefit was only 3% (IQR 2–9%) using ‘NHS Predict’. There was the rapid adoption of new evidence-based hypofractionated radiotherapy (n = 781, from 46 units). Only 14 patients (1%) tested positive for SARS-CoV-2 during their treatment journey. Conclusions: The majority of ‘COVID-altered’ management decisions were largely in line with pre-COVID evidence-based guidelines, implying that breast cancer survival outcomes are unlikely to be negatively impacted by the pandemic. However, in this study, the potential impact of delays to BC presentation or diagnosis remains unknown

    Feasibility Study of Utility-Directed Behaviour for Computer Game Agents

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    Utility-based control (UBC) hasn’t been widely adopted for commercial game AI. Some of the reasons for this are that UBC is perceived to be: (1) resource intensive, (2) difficult to design complex behaviours with, and (3) difficult to scale for use in complex environments. This paper investigates these perceptions to see if UBC is suitable for controlling the behaviour of non-player characters in commercial games. The investigation compares agents using a UBC system against two control systems that are more frequently used in commercial games: finite state machines (FSMs), considered a simple control system, and goal-oriented action planning (GOAP), considered a complex control system. We present a case study which suggests that: (1) UBC is more resource intensive than FSMs and less than GOAP; (2) it was reasonably simple to create complex behaviours with UBC; (3) UBC didn’t scale as well as FSMs or GOAP for use in complex environments

    Situating Spatial Templates for Human-Robot Interaction

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    People often refer to objects by describing the object\u27s spatial location relative to another object. Due to their ubiquity in situated discourse, the ability to use \u27locative expressions\u27 is fundamental to human-robot dialogue systems. A key component of this ability are computational models of spatial term semantics. These models bridge the grounding gap between spatial language and sensor data. Within the Artificial Intelligence and Robotics communities, spatial template based accounts, such as the Attention Vector Sum model (Regier and Carlson, 2001), have found considerable application in mediating situated human-machine communication (Gorniak, 2004; Brenner et a., 2007; Kelleher and Costello, 2009). Through empirical validation and computational application these template based models have proven their usefulness. We argue, however, that these models ignore important contextual features; resulting in their over-generalization and failure to account for actual usage in situated context. Such over-simplifications are a natural consequence of the experimental design taken in acquiring these models. That is, the data behind and hence the subsequent modelling of template based accounts used simplified scenes and reduced 2-dimensional survey based object configurations. While this is understandable given the original aims of these studies, we nevertheless believe that this is not sufficient justification for the direct application of idealized spatial templates to situated communication. This critique of template based models is similar in spirit to critiques already put forward by a number of researchers: Coventry and Garrod (2004) have stressed the need to account for functional effects; Kelleher and Costello (2009) highlighted the need to account for the effects introduced by distractors. Here, we argue that the models must also be extended to incorporate perspective effects

    Bitrate Classification of Twice-Encoded Audio using Objective Quality Features

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    When a user uploads audio files to a music stream- ing service, these files are subsequently re-encoded to lower bitrates to target different devices, e.g. low bitrate for mobile. To save time and bandwidth uploading files, some users encode their original files using a lossy codec. The metadata for these files cannot always be trusted as users might have encoded their files more than once. Determining the lowest bitrate of the files allows the streaming service to skip the process of encoding the files to bitrates higher than that of the uploaded files, saving on processing and storage space. This paper presents a model that uses quality predictions from ViSQOLAudio, a full reference objective audio quality metric, as features in combination with a multi-class support vector machine classifier. An experiment on twice-encoded files found that low bitrate codecs could be classified using audio quality features. The experiment also provides insights into the implications of multiple transcodes from a quality perspective
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