A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2021; you can also visit the original URL.
The file type is application/pdf
.
Filters
Simultaneous Perception-Action Design via Invariant Finite Belief Sets
[article]
2021
arXiv
pre-print
To alleviate these perception costs, we develop a novel simultaneous perception-action design framework wherein an agent senses only the task-relevant information. ...
To obtain a computationally tractable solution, we approximate the value function using a novel method of invariant finite belief sets, wherein the agent acts exclusively on a finite subset of the continuous ...
Simultaneous Perception-Action Design We now formulate the simultaneous perception-action design (SPADE) problem of the agent. ...
arXiv:2109.05073v1
fatcat:x7kdceuafnfuffgv23ugjuidqq
Computing Environment-Aware Agent Behaviours with Logic Program Updates
[chapter]
2002
Lecture Notes in Computer Science
Logic program updates are specified, in our setting, by the language of updates LUPS. ...
The obtained declarative semantics sets a firm basis for the development, implementation, and analysis of environmentaware agents. ...
sets of perceptions of the environment that P may (simultaneously) get. ...
doi:10.1007/3-540-45607-4_12
fatcat:z3hrk22me5gvrm3dudi4lxuhbe
What does an artificial design agent mean by being 'situated'?
2005
Design Studies
Both the problem and solution of many designing tasks emerge through this "conversation" between a situated designer and the medium of the design. ...
Schön described designing as a "conversation with materials conducted in the medium of drawing". ...
The agent can learn by interacting with the environment, performing actions and receiving percepts via its own sensors, comparing predictions of existing models against received percepts, and adapting ...
doi:10.1016/j.destud.2005.01.001
fatcat:uii6eb6dtvefzdd6777kar3d4q
Communication, Risk, and Efficiency in Games
1998
Games and Economic Behavior
The paper identifies stable outcomes under population learning dynamics in which individuals with some probability replace their current strategy with a best reply against beliefs supported on a sample ...
However, for Γ 2 ; the set Q is not invariant under the dynamic process. ...
In the words of CDFR: "This doubt about the action of a receiver is overcome by the two-way communication design since both players receive information about the likely play of their opponents. ...
doi:10.1006/game.1997.0598
fatcat:5s5x2tlftzgw5g7ycrafbxaia4
Hybrid Verification Technique for Decision-Making of Self-Driving Vehicles
2021
Journal of Sensor and Actuator Networks
The overall structure of our autonomous vehicle (AV) system consists of: (1) A perception system of sensors that feeds data into (2) a rational agent (RA) based on a belief–desire–intention (BDI) architecture ...
MCMAS is used to check the consistency and stability of the BDI agent logic during design-time. ...
Pre-programmed rules are used to set the relationship between the perception predicates (beliefs) and the available actions. ...
doi:10.3390/jsan10030042
fatcat:vbui7h3oqbbc5fxqubkcf44534
A Survey on Active Simultaneous Localization and Mapping: State of the Art and New Frontiers
[article]
2022
arXiv
pre-print
Active Simultaneous Localization and Mapping (SLAM) is the problem of planning and controlling the motion of a robot to build the most accurate and complete model of the surrounding environment. ...
We then analyze alternative approaches, including belief-space planning and modern techniques based on deep reinforcement learning, and review related work on multi-robot coordination. ...
On the Reward Function Design and the Action Set Tai and Liu [188] are among the first to employ DRL for robotic exploration, extracting the next best actions to execute from a discrete set using a 2 ...
arXiv:2207.00254v1
fatcat:ksyanwtftje3xkx7tbql6hry54
Intelligent Agents: The Key Concepts
[chapter]
2002
Lecture Notes in Computer Science
Second, reactive architectures are discussed, in which symbolic representations and models are eschewed in favour of a closer relationship between agent perception and action. ...
and finally to intentions and actions. ...
An environment is discrete if there are a fixed, finite number of actions and percepts in it. ...
doi:10.1007/3-540-45982-0_1
fatcat:fiazijq3yjacvnike7poaqtha4
Planning and Decision-Making for Autonomous Vehicles
2018
Annual Review of Control Robotics and Autonomous Systems
In this survey, we emphasize recent approaches for integrated perception and planning and for behavior-aware planning, many of which rely on machine learning. ...
Recent advances in the field of perception, planning, and decision-making for autonomous vehicles have led to great improvements in functional capabilities, with several prototypes already driving on our ...
Classical perception systems extract information in the form of manually designed features from raw sensory data. ...
doi:10.1146/annurev-control-060117-105157
fatcat:hgrhw76idbbdrct742bbhnsqem
Estimating Rationally Inattentive Utility Functions with Deep Clustering for Framing - Applications in YouTube Engagement Dynamics
[article]
2018
arXiv
pre-print
The set of possible signals S(α) for a given attention strategy α is finite. ...
Constructing Preference and Policy Invariant Frames via Deep Learning Here a deep embedding method is provided that learns the policy invariant frames of the agent. ...
arXiv:1812.09640v1
fatcat:uwg4z4qrpbfndpt2xmewbgpuwy
Reclaiming saliency: rhythmic precision-modulated action and perception
[article]
2022
arXiv
pre-print
However, they fail to consider the circular causality between perception and action. In other words, they do not consider where to sample next, given current beliefs. ...
Briefly, we associate attention with precision control, i.e., the confidence with which beliefs can be updated given sampled sensory data, and salience with uncertainty minimisation that underwrites the ...
The precision-modulated perception is formalised for a robotics setting; via (i) state estimation (i.e., estimating the hidden states of a dynamic system from sensory signals -Sec. 4.2.2), and (ii) system ...
arXiv:2203.12652v1
fatcat:mmc3cqzjlbdylolhj2m6qq4thq
Evolution of Players' Misperceptions in Hypergames Under Perfect Observations
2012
IEEE Transactions on Automatic Control
The focus is on developing methods to modify the players' perception about other players' preferences by incorporating the lessons learned from observing their actions. ...
We introduce the novel notion of H-digraph as a useful tool to encode the information in a hypergame, and fully characterize how this digraph is affected by changes in the players' beliefs. ...
Basic notions A 0-level hypergame is a finite game, i.e., a triplet G = (V, S otcm , P), where V is a set of n players; S otcm = S 1 × . . . × S n is the outcome set, where S i is a finite set of strategies ...
doi:10.1109/tac.2011.2180113
fatcat:tl3h3fgc3zfjjhlje2mqv3gspy
Sorting Objects from a Conveyor Belt Using POMDPs with Multiple-Object Observations and Information-Gain Rewards
2020
Sensors
The DESPOT algorithm is applied to solve the problem, automatically obtaining a sequence of observation viewpoints and class decision actions. ...
describe this task in the framework of partially observable Markov decision processes, and we propose a reward function that explicitly takes into account the information gain of the viewpoint selection actions ...
• A is a set of actions available to the robot, again discrete and finite. Actions are a ∈ A. ...
doi:10.3390/s20092481
pmid:32349393
pmcid:PMC7249059
fatcat:pnglxuicobgmhn566vatmj376y
Learning About a Class of Belief-Dependent Preferences Without Information on Beliefs
2011
Social Science Research Network
We show how to bound the effect of belief-dependent preferences on choices in sequential two-player games without information about the (higher-order) beliefs of players. ...
We show how the size of the bounds can be substantially reduced by exploiting a specific invariance property common to preferences in this class. ...
At each non-terminal history h ∈ H\Z each player i ∈ N has a nonempty, finite set of feasible actions A i,h . A typical element of A i,h is denoted by a i,h . ...
doi:10.2139/ssrn.1923271
fatcat:mm2jfr3s4vauhovt7dftkcif4q
Game Theory, Conditional Preferences, and Social Influence
2013
PLoS ONE
Our model is generalizable to these settings and might thus also be applied to settings such as the design of artificial or expert systems, the aggregation of information, or coordination within, or design ...
,X n g, n §2, denote a set of players, and let A i denote a finite space of feasible actions from which X i may choose one element. A profile is an array a~(a 1 , . . . ,a n )[A 1 | Á Á Á |A n . ...
doi:10.1371/journal.pone.0056751
pmid:23451078
pmcid:PMC3581537
fatcat:34jzu2vakvaflh6rocs5fpwpjq
Elements of Consciousness and Cognition. Biology, Mathematic, Physics and Panpsychism: an Information Topology Perspective
[article]
2018
arXiv
pre-print
It underlines the diversity of the learning mechanisms that sustain the dynamics of perception and consciousness, including adaptive and homeostatic processes on multiple scales. ...
The first chapter presents the postulates and results on elementary perception at various organizational scales of the nervous system and proposes the hypothesis of an electrodynamic intrinsic nature of ...
Dynamics, Geometries, action invariance and Homeostasis of consciousness
The invariances to group actions of perception "The research of invariant is the fundamental fact of perception"; this is in essence ...
arXiv:1807.04520v2
fatcat:f2qyihx7cnadjl2ctkqn2f3j2q
« Previous
Showing results 1 — 15 out of 5,984 results