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1.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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2.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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3.
Developmental Genetic Programming (DGP) algorithms have explicitly required the search space for a problem to be divided into
genotypes and corresponding phenotypes. The two search spaces are often connected with a genotype-phenotype mapping (GPM)
intended to model the biological genetic code, where current implementations of this concept involve evolution of the mappings
along with evolution of the genotype solutions. This work presents the Probabilistic Adaptive Mapping DGP (PAM DGP), a new
developmental implementation that involves research contributions in the areas of GPMs and coevolution. The algorithm component
of PAM DGP is demonstrated to overcome coevolutionary performance problems that are identified and empirically benchmarked
against the latest competing algorithm that adapts similar GPMs. An adaptive redundant mapping encoding is then incorporated
into PAM DGP for further performance enhancement. PAM DGP with two mapping types are compared to the competing Adaptive Mapping
algorithm and Traditional GP in two medical classification domains, where PAM DGP with redundant encodings is found to provide
superior fitness performance over the other algorithms through it’s ability to explicitly decrease the size of the function
set during evolution.
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4.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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5.
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can incorporate significant social intervention into media work. 相似文献
6.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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7.
We give an example from the theory of Markov decision processes which shows that the “optimism in the face of uncertainty”
heuristics may fail to make any progress. This is due to the impossibility to falsify a belief that a (transition) probability
is larger than 0. Our example shows the utility of Popper’s demand of falsifiability of hypotheses in the area of artificial
intelligence.
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8.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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9.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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10.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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11.
The ubiquity of camera phones provides a convenient platform to develop immersive mixed-reality games. In this paper we introduce
such a game which is loosely based on the popular card game “Memory”, where players are asked to match a pair of identical
cards among a set of overturned cards by revealing only two cards at a time. In our game, the players are asked to match a
“digital card”, which corresponds to a scene in a virtual world, to a “physical card”, which is an image of a scene in the
real world. The objective is to convey a mixed-reality sensation. Cards are matched with a scene identification engine which
consists of multiple classifiers trained on previously collected images. We present our comprehensive overall game design,
as well as implementation details and results. We also describe how we constructed our scene identification engine and its
performance. Finally, we present an analysis of player surveys to gauge the potential market acceptance.
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12.
The purposes of this study are (a) to establish a measurement for evaluating conversational impressions of group discussions,
and (b) to make an exploratory investigation on their interactional processes which may affect to form those impressions.
The impression rating and factor analysis undertaken first give us four factors concerning conversational impressions of “focus
group interviews (FGIs)”: conversational activeness, conversational sequencing, the attitudes of participants and the relationships
of participants. In relation to the factors of conversational activeness and conversational sequencing in particular, the
microanalysis of four selected topical scenes from our database further shows that the behavior of the moderator and the interviewees
is organized not independently but with reference to each other. The study thus emphasizes the importance of the integration
of quantitative and qualitative approaches towards human interactions.
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13.
To get the maximum benefit from ambient intelligence (AmI), we need to anticipate and react to possible drawbacks and threats
emerging from the new technologies in order to devise appropriate safeguards. The SWAMI project took a precautionary approach
in its exploration of the privacy risks in AmI and sought ways to reduce them. It constructed four “dark scenarios” showing
possible negative implications of AmI, notably for privacy protection. Legal analysis of the depicted futures showed the shortcomings
of the current legal framework in being able to provide adequate privacy protection in the AmI environment. In this paper,
the authors, building upon their involvement in SWAMI research as well as the further advancement of EU privacy analysis,
identify various outstanding issues regarding the legal framework that still need to be resolved in order to deal with AmI
in an equitable and efficacious way. This article points out some of the lacunae in the legal framework and postulates several
privacy-specific safeguards aimed at overcoming them.
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14.
Some students, when working in interactive learning environments, attempt to “game the system”, attempting to succeed in the
environment by exploiting properties of the system rather than by learning the material and trying to use that knowledge to
answer correctly. In this paper, we present a system that can accurately detect whether a student is gaming the system, within
a Cognitive Tutor mathematics curricula. Our detector also distinguishes between two distinct types of gaming which are associated
with different learning outcomes. We explore this detector’s generalizability, and find that it transfers successfully to
both new students and new tutor lessons.
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15.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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16.
Knowledge-based trust is trust that is grounded in knowledge about another party developed through repeated interaction. Knowledge-based
trust is especially important for online business environments where there are repeated transactions between fixed pairs of
consumers and merchants. Building on previous studies of trust, this paper examines the proposition that players’ knowledge
about website characteristics (i.e., security and interface design) and about website outputs (i.e., online game quality and
service quality) has an effect on the development of trust in the context of online game websites. The impact of trust on
building an effective online game website is also investigated. A conceptual model of knowledge-based trust is tested with
questionnaire responses of 253 online game players. Overall, the results indicate that all of these four classes of knowledge
engender trust and that trust helps develop effective online game websites.
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17.
This viewpoint argues that the introduction of most computer-based system to an organization transforms the organization and
changes the work patterns of the system’s users in the organization. These changes interact with the users’ values and beliefs
and trigger emotional responses which are sometimes directed against the software system and its proponents. A requirements
engineer must be aware of these emotions.
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18.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
19.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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20.
With the rapid development of e-commerce and the adoption of dual channels, increasingly manufacturers and retailers are implementing
profit sharing strategies in order to improve channel coordination and supply chain performance. In this study, we focus on
the strategic role played by profit sharing in a manufacturer-retailer dual-channel supply chain. We use a game theory approach
to investigate this issue. We compare the expected profits that each supply chain player receives in a traditional retail
system with the profits that can be achieved in a profit-sharing dual-channel system. Our results show that both the manufacturer
and the retailer always benefit from a dual-channel profit-sharing strategy because of the incremental profit gains generated
by the dual-channel strategy. Furthermore, the Nash (Econometrica 18:155–162, 1950) bargaining model is utilized to implement profit sharing for the manufacturer and the retailer to achieve their channel
coordination. Based on our results, optimal market strategies are derived and probable paths of future research are identified.
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