177 research outputs found

    Bayesian Modeling of a Human MMORPG Player

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    This paper describes an application of Bayesian programming to the control of an autonomous avatar in a multiplayer role-playing game (the example is based on World of Warcraft). We model a particular task, which consists of choosing what to do and to select which target in a situation where allies and foes are present. We explain the model in Bayesian programming and show how we could learn the conditional probabilities from data gathered during human-played sessions.Comment: 30th international workshop on Bayesian Inference and Maximum Entropy, Chamonix : France (2010

    Bayesian robot Programming

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    We propose a new method to program robots based on Bayesian inference and learning. The capacities of this programming method are demonstrated through a succession of increasingly complex experiments. Starting from the learning of simple reactive behaviors, we present instances of behavior combinations, sensor fusion, hierarchical behavior composition, situation recognition and temporal sequencing. This series of experiments comprises the steps in the incremental development of a complex robot program. The advantages and drawbacks of this approach are discussed along with these different experiments and summed up as a conclusion. These different robotics programs may be seen as an illustration of probabilistic programming applicable whenever one must deal with problems based on uncertain or incomplete knowledge. The scope of possible applications is obviously much broader than robotics

    Bayesian Maps: probabilistic and hierarchical models for mobile robot navigation

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    What is a map? What is its utility? What is a location, a behaviour? What are navigation, localization and prediction for a mobile robot facing a given task ? These questions have neither unique nor straightforward answer to this day, and are still the core of numerous research domains. Robotics, for instance, aim at answering them for creating successful sensori-motor artefacts. Cognitive sciences use these questions as intermediate goals on the road to un- derstanding living beings, their skills, and furthermore, their intelligence. Our study lies between these two domains. We first study classical probabilistic ap- proaches (Markov localization, POMDPs, HMMs, etc.), then some biomimetic approaches (Berthoz, Franz, Kuipers). We analyze their respective advantages and drawbacks in light of a general formalism for robot programming based on bayesian inference (BRP). We propose a new probabilistic formalism for modelling the interaction between a robot and its environment : the Bayesian map. In this framework, defining a map is done by specifying a particular probability distri- bution. Some of the questions above then amount to solving inference problems. We define operators for putting maps together, so that " hierarchies of maps " and incremental development play a central role in our formalism, as in biomimetic approaches. By using the bayesian formalism, we also benefit both from a unified means of dealing with uncertainties, and from clear and rigorous mathematical foundations. Our formalism is illustrated by experiments that have been implemented on a Koala mobile robot

    VERS UNE THÉORIE PROBABILISTE DES SYSTÈMES SENSORI-MOTEURS

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    Comment un système vivant ou artificiel peut-il percevoir, agir, raisonner, planifier et décider ? Telle est laquestion qui, depuis lors, guide mes travaux de recherche.Cette question a deux versants. Le premier, scientifique, vise à acquérir une meilleure connaissance des êtressensori-moteurs vivants. Le second, technologique, a pour but de construire des systèmes sensori-moteurs artificiels.Ces deux aspects sont en étroite synergie. Les connaissances sur les êtres sensori-moteurs vivants inspirentles réalisations technologiques. Les expériences sur les systèmes artificiels, facilement réalisables, servent à testerdes modèles et à faire progresser la connaissance. L’unité fondamentale entre ces deux aspects de la questionpasse par l’emploi de modèles mathématiques communs pour interpréter les observations du vivant et pour expérimenteravec les dispositifs artificiels

    Survey: Probabilistic Methodology and Techniques for Artefact Conception and Development

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    Projet CYBERMOVEThe purpose of this paper is to make a state of the art on probabilistic methodology and techniques for artefact conception and development. It is the 8th deliverable of the BIBA (Bayesian Inspired Brain and Artefacts) project. We first present the incompletness problem as the central difficulty that both living creatures and artefacts have to face: how can they perceive, infer, decide and act efficiently with incomplete and uncertain knowledge?. We then introduce a generic probabilistic formalism Called Bayesian Programming. This formalism is then used to review the main probabilistic methodology and techniques. This review is organized in 3 parts: first the probabilistic models from Bayesian networks to Kalman filters and from sensor fusion to CAD systems, second the inference techniques and finally the learning and model acquisition and comparison methodologies. We conclude with the perspectives of the BIBA project as they rise from this state of the art

    Bayesian Robot Programming

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    International audienceWe propose a new method to program robots based on Bayesian inference and learning. It is called BRP for Bayesian Robot Programming. The capacities of this programming method are demonstrated through a succession of increasingly complex experiments. Starting from the learning of simple reactive behaviors, we present instances of behavior combinations, sensor fusion, hierarchical behavior composition, situation recognition and temporal sequencing. This series of experiments comprises the steps in the incremental development of a complex robot program. The advantages and drawbacks of BRP are discussed along with these different experiments and summed up as a conclusion. These different robotics programs may be seen as an illustration of probabilistic programming applicable whenever one must deal with problems based on uncertain or incomplete knowledge. The scope of possible applications is obviously much broader than robotics

    Incremental learning of Bayesian sensorimotor models: from low-level behaviours to large-scale structure of the environment

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    International audienceThis paper concerns the incremental learning of hierarchies of representations of space in artificial or natural cognitive systems. We propose a mathematical formalism for defining space representations (Bayesian Maps) and modelling their interaction in hierarchies of representations (sensorimotor interaction operator). We illustrate our formalism with a robotic experiment. Starting from a model based on the proximity to obstacles, we learn a new one related to the direction of the light source. It provides new behaviours, like phototaxis and photophobia. We then combine these two maps so as to identify parts of the environment where the way the two modalities interact is recognisable. This classification is a basis for learning a higher level of abstraction map that describes the large-scale structure of the environment. In the final model, the perception–action cycle is modelled by a hierarchy of sensorimotor models of increasing time and space scales, which provide navigation strategies of increasing complexities

    Bayesian Modeling of a Human MMORPG Player

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    International audienceThis paper describes an application of Bayesian programming to the control of an autonomous avatar in a multiplayer role-playing game (the example is based on World of Warcraft). We model a particular task, which consists of choosing what to do and to select which target in a situation where allies and foes are present. We explain the model in Bayesian programming and show how we could learn the conditional probabilities from data gathered during human-played sessions.Ce papier décrit l'application de la programmation bayésienne au problème du contrôle autonome d'un avatar dans un jeu de rôle massivement multi-joueur (l'exemple est basé sur World of Warcraft). Nous modélisons une tâche particulière, qui est de choisir la cible et l'action dans une situation de combat, avec alliés et ennemis. Nous expliquons le modèle en programmation bayésienne et montrons comme nous pourrions apprendre ses paramètres d'après les données que fournissent une session jouée par un humain

    A Bayesian Model for RTS Units Control applied to StarCraft

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    International audienceIn real-time strategy games (RTS), the player must reason about high-level strategy and planning while having effective tactics and even individual units micro-management. Enabling an artificial agent to deal with such a task entails breaking down the complexity of this environment. For that, we propose to control units locally in the Bayesian sensory motor robot fashion, with higher level orders integrated as perceptions. As complete inference encompassing global strategy down to individual unit needs is intractable, we embrace incompleteness through a hierarchical model able to deal with uncertainty. We developed and applied our approach on a StarCraft AI
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