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Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing [article]

Sinan Ariyurek, Aysu Betin-Can, Elif Surer
2020 arXiv   pre-print
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.  ...  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.  ...  Consequently, researchers proposed techniques to automate the video game testing such as scenario-based testing [2] , regression testing using record and replay segments [3] , generating test sequences  ... 
arXiv:2003.07813v1 fatcat:zm3n52lrcfh5xpsrgn7uasqbwq

Automated Video Game Testing Using Synthetic and Human-Like Agents [article]

Sinan Ariyurek, Aysu Betin-Can, Elif Surer
2019 arXiv   pre-print
In this paper, we present a new methodology that employs tester agents to automate video game testing.  ...  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.  ...  Automated Video Game Testing Using Synthetic and Human-Like Agents Sinan Ariyurek, Aysu Betin-Can, Elif Surer Graduate School of Informatics Middle East Technical University 06800, Ankara, Turkey {sinan.ariyurek  ... 
arXiv:1906.00317v1 fatcat:7n2lynwyivbqxaea34ejckfsxa

Effect of Emotion and Articulation of Speech on the Uncanny Valley in Virtual Characters [chapter]

Angela Tinwell, Mark Grimshaw, Debbie Abdel-Nabi
2011 Lecture Notes in Computer Science  
Characters communicated the six basic emotions, anger, disgust, fear, sadness and surprise with normal and exaggerated mouth movements.  ...  Measures were taken for perceived familiarity and human-likeness.  ...  To control the potential confounding impact of levels of experience in interacting with synthetic agents on perception of the uncanny, students were selected from the areas of: video game art, video game  ... 
doi:10.1007/978-3-642-24571-8_69 fatcat:3e5hgcw3w5hntiu5kz6ldbwzem

Automated Rationale Generation: A Technique for Explainable AI and its Effects on Human Perceptions [article]

Upol Ehsan, Pradyumna Tambwekar, Larry Chan, Brent Harrison, Mark Riedl
2019 arXiv   pre-print
The first study establishes the plausibility of each type of generated rationale and situates their user perceptions along the dimensions of confidence, humanlike-ness, adequate justification, and understandability  ...  In this paper, using the context of an agent that plays Frogger, we describe (a) how to collect a corpus of explanations, (b) how to train a neural rationale generator to produce different styles of rationales  ...  We are also grateful to the feedback from anonymous reviewers that helped us improve the quality of the work.  ... 
arXiv:1901.03729v1 fatcat:vy7s3o3zwbct7fdujef2bpgcni

Pedestrian Models for Autonomous Driving Part II: high level models of human behaviour [article]

Fanta Camara, Nicola Bellotto, Serhan Cosar, Florian Weber, Dimitris Nathanael, Matthias Althoff, Jingyuan Wu, Johannes Ruenz, André Dietrich, Gustav Markkula, Anna Schieben, Fabio Tango, Natasha Merat (+1 others)
2020 arXiv   pre-print
Unlike static and kinematic obstacles, pedestrians are active agents with complex, interactive motions.  ...  This self-contained Part II covers the higher levels of this stack, consisting of models of pedestrian behaviour, from prediction of individual pedestrians' likely destinations and paths, to game theoretic  ...  Fictitious game and reinforcement learning Game theoretic models Two agents interaction Level 5 Isaacs [82] / Homicidal taxi driver problem Game theoretic models Two agents interaction Level  ... 
arXiv:2003.11959v1 fatcat:acjjwohahvdlxgy56j45fjtkdq

Computer-Controlled Virtual Humans in Patient-Facing Systems: Systematic Review and Meta-Analysis (Preprint)

Debaleena Chattopadhyay, Tengteng Ma, Hasti Sharifi, Pamela Martyn-Nemeth
2020 Journal of Medical Internet Research  
Virtual humans (VH) are computer-generated characters that appear humanlike and simulate face-to-face conversations using verbal and nonverbal cues.  ...  Unlike formless conversational agents, like smart speakers or chatbots, VH bring together the capabilities of both a conversational agent and an interactive avatar (computer-represented digital characters  ...  Publication bias was assessed using Egger's test [48] and a P-curve analysis [49] and graphically examined using funnel plots [50] .  ... 
doi:10.2196/18839 pmid:32729837 fatcat:7e446jaifjag7gzgdqg64p67ie

Autonomous Agents as Synthetic Characters

Clark Elliott, Jacek Brzezinski
1998 The AI Magazine  
Among other topics, we touch briefly on samples of research that explore synthetic personality, representations of emotion, societies of fanciful and playful characters, intelligent and engaging automated  ...  In this article, we look at a number of autonomous agent systems that embody their intelligence at least partially through the projection of a believable, engaging, synthetic persona.  ...  The automated real-time control of music stands out as a unique opportunity for synthetic agent research.  ... 
doi:10.1609/aimag.v19i2.1366 dblp:journals/aim/ElliottB98 fatcat:t2exgtgjkfgsno457km67abk5u

Applying Biometric Principles to Avatar Recognition

Marina L. Gavrilova, Roman V. Yampolskiy
2010 2010 International Conference on Cyberworlds  
Domestic and industrial robots, intelligent software agents, and virtual world avatars are quickly becoming a part of our society.  ...  It also makes a strong link between avatar recognition and current biometric research. Finally, future directions and potential applications for this high impact research field are discussed.  ...  In addition to ATT, the new developed procedures were "reversed Turing test" (RTT); "human interactive proof" (HIP); "mandatory human participation" (MHP); and the "completely automated public Turing test  ... 
doi:10.1109/cw.2010.36 dblp:conf/cw/GavrilovaY10 fatcat:e7lcau355zcvbps5wvra2gznsm

Applying Biometric Principles to Avatar Recognition [chapter]

Marina L. Gavrilova, Roman Yampolskiy
2011 Lecture Notes in Computer Science  
Domestic and industrial robots, intelligent software agents, and virtual world avatars are quickly becoming a part of our society.  ...  It also makes a strong link between avatar recognition and current biometric research. Finally, future directions and potential applications for this high impact research field are discussed.  ...  In addition to ATT, the new developed procedures were "reversed Turing test" (RTT); "human interactive proof" (HIP); "mandatory human participation" (MHP); and the "completely automated public Turing test  ... 
doi:10.1007/978-3-642-22336-5_8 fatcat:nk33miifcrblxpeoki2agwc3gu

Look me in the Eyes: A Survey of Eye and Gaze Animation for Virtual Agents and Artificial Systems [article]

K. Ruhland, S. Andrist, J. B. Badler, C. E. Peters, N. I. Badler, M. Gleicher, B. Mutlu, R. McDonnell
2014 Eurographics State of the Art Reports  
, and how they are synthesised in Computer Graphics and Robotics.  ...  We discuss the movement of the eyeballs, eyelids, and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications.  ...  This research was also supported by the NSF award 1208632 and "ERC advanced grant EXPRESSIVE", the U.S. National Science Foundation awards 1017952 and 1149970, and the U.S.  ... 
doi:10.2312/egst.20141036 fatcat:uqxdjevkybdbnmkbtcpymd47p4

Deep Learning for Video Game Playing [article]

Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi
2019 arXiv   pre-print
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy  ...  We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games  ...  However, for purposes of both game testing, creating tutorials, and demonstrating games-in all those places where it would be important to have humanlike game 'play-it could be important to be able to  ... 
arXiv:1708.07902v3 fatcat:f3bp2y3khbhqhm5cm3hfqwdtna

Dark, Beyond Deep: A Paradigm Shift to Cognitive AI with Humanlike Common Sense

Yixin Zhu, Tao Gao, Lifeng Fan, Siyuan Huang, Mark Edmonds, Hangxin Liu, Feng Gao, Chi Zhang, Siyuan Qi, Ying Nian Wu, Joshua B. Tenenbaum, Song-Chun Zhu
2020 Engineering  
tasks, including tool use, planning, utility inference, and social learning.  ...  We identify functionality, physics, intent, causality, and utility (FPICU) as the five core domains of cognitive AI with humanlike common sense.  ...  in video games [180]; see Fig. 15 [70].  ... 
doi:10.1016/j.eng.2020.01.011 fatcat:dltxealx3zgk5eyi2hlszbjhmu

A Comprehensive Overview of the Applications of Artificial Life

Kyung-Joong Kim, Sung-Bae Cho
2006 Artificial Life  
We review the applications of artificial life (ALife), the creation of synthetic life on computers to study, simulate, and understand living systems.  ...  Evolutionary computation is the most popular method for designing such applications, but recently swarm intelligence, artificial immune network, and agent-based modeling have also produced results.  ...  Acknowledgments This research was supported by Brain Science and Engineering Research Program sponsored by the Korean Ministry of Commerce, Industry and Energ y.  ... 
doi:10.1162/106454606775186455 pmid:16393455 fatcat:mecyoromlvbitjxotdorzldiii

Close But Not Stuck:Understanding Social Distance in Human-Robot Interaction Through a Computer Mediation Approach

Daniel Halpern, James E. Katz
2013 Intervalla : Platform for Intellectual Exchange  
We hypothesize that individuals who have a high sense of online community, engage with avatars and have higher levels of competence communicating with information and communication technologies (ICT),  ...  This in turn leads them to accept robots as part of their social and physical environments.  ...  It is composed of five statements such as "When upsetting events happen to my avatar playing a video game, I also feel angry" or "When disgusting events happen to my avatar playing a video game, I also  ... 
doaj:4e408ab6e82e4cffae4274777344ef2f fatcat:yxpdaaleqrf43ciib2a4hpktsa

Human-centered Explainable AI: Towards a Reflective Sociotechnical Approach [article]

Upol Ehsan, Mark O. Riedl
2020 arXiv   pre-print
design--not only helps us understand our intellectual blind spots, but it can also open up new design and research spaces.  ...  Finally, we propose that a reflective HCXAI paradigm-mediated through the perspective of Critical Technical Practice and supplemented with strategies from HCI, such as value-sensitive design and participatory  ...  Acknowledgements Sincerest thanks to all past and present teammates of the Human-centered XAI group at the Entertainment Intelligence Lab whose hard work made the case  ... 
arXiv:2002.01092v2 fatcat:ty2un4l3rve7vjdli6qgclijia
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