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91.
Intelligent agents are widely used in robotics, gaming and simulation. A key issue is modelling human behaviours so that intelligent agents can use a human’s behavioural model to imitate them and predict their next moves. In this article, we use Internet-based multiplayer online gaming (MOG) as a case study to present our approach to predictive user modelling through behavioural analysis of online gameplay data. As latency is an inherited bottleneck of the Internet and is likely to remain so into a foreseeable future, a lot of efforts have been made to address the resulting issues. Most of the existing latency handling techniques are based on the assumption that latency is within an acceptable threshold so that they can alleviate or even completely hide its negative impact on players’ quality of experience (QoE) that directly determines consumers’ satisfaction of the provided MOG services. While this assumption is mostly valid, it is worth noting that a player’s Internet connection latency always fluctuates (known as jitter), possibly to the extent of exceeding a MOG’s designated threshold in which case none of the techniques can handle properly but disconnecting the player from the gameplay session. Forcing a player to quit prematurely simply due to a spike of unusual high latency has a significant negative impact both on the gameplay’s fairness and on the player’s QoE. To improve customer satisfaction of a MOG service, we propose a more tolerant approach by temporarily substituting a player with a humanoid bot in the event of latency hikes so that the player always remains in the gameplay session. The challenge in this approach is to create a personalised humanoid bot that can imitate the playing pattern of the individual human player being substituted. Our solution is to first extract key variables that have impact on the human player’s decision-makings through behavioural analysis of the player’s historical gameplay data, then model the relationships among these variables, and finally creates the player’s humanoid bot with the model. In this paper, we use a multiplayer online pong game as a case study to explain behavioural variables, modelling techniques, processes, outcomes, and performance studies. 相似文献
92.
In this study, we propose a scheme that enables a humanoid robot to perform cane-supported walking and to select the optimal cane usage depending on its condition. A reaction force is generated through the cane–ground interaction. Although the optimal cane–ground contact position leads to the most effective reaction force from the viewpoint of the walking capability, the cane position is constrained during such contact. Thus, different cane utilities can be achieved based on the priority assigned to the reaction force and cane position. In this light, we propose cyclic, leg-like, and preventive usages, each of which has different priorities. These different priorities lead to different utilities such as the expansion of the support polygon, load distribution, and posture recovery. The robot selects the most suitable of these three cane usages using a selection algorithm for locomotion that is combined with Q-learning (Us-SAL). Through simulations, the robot is made to learn the affinities between these cane usages and falling factors as Q-values and to accordingly select the optimal cane usage. As a result, the robot can perform the desired walking by selecting the optimal cane usage depending on its condition. We conducted walking experiments for each cane usage and found that each improved the walking stability for a suitable falling factor. Furthermore, we experimentally validated Us-SAL; the robot selected the optimal cane usage depending on its condition and walked in a complex environment without falling. 相似文献
93.
A computationally efficient solution of the body- wrench distribution problem for bipeds and multi-legged robots is introduced. The method is based on a weighted generalized inverse, the weights being determined from relationships pertinent to the divergent component of motion (DCM), base-of-support (BoS) geometry, friction constraints and center of pressure allocation. The user (or the robot) specifies appropriate weights only indirectly, by setting the desired contact transition boundaries within the net BoS. It is shown that the proposed weighted generalized inverse ensures body- wrench distribution in a way consistent with both the static and dynamic states. The dependency on the DCM yields an important advantage when the method is applied to reactive balance control in response to unknown disturbances. An admittance-type stabilizer is obtained by setting the reference DCM at the current center of mass position. This stabilizer does not require reference values for the centers of pressures and the contact wrenches. The method is implemented with a whole-body, torque-based balance controller. Its performance is examined through simulations with planar and non-coplanar contacts, during proactive and reactive tasks. 相似文献
94.
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96.
Humanoid social robots are predicted to interact with humans in various domains of social life as robot technology keeps advancing. One area for understanding the impact of robots on human society is interracial relations. Would robots constitute a nonhuman outgroup to trigger human ingroup favoritism which will confine the boundary of racial prejudice? A study (N = 105) assessed Whites’ rank-ordered preferences for 15 White, Black and robot computer-synthesized characters. Explicit racial prejudice positively predicted White versus Black character preferences for liking and as one’s avatar, virtual friend, and virtual tutor. The implicit racial prejudice, measured with the Implicit Association Test (IAT), provided additional predictive utility for virtual friend. Among the 64 participants who reported minimal interest in robots, explicit racial prejudice negatively predicted preferences for Black over robot characters, showing a pattern that individuals with high prejudice preferred robot characters over Black ones. The results suggest alarming strength of racial prejudice and cast doubt on the notion of all-human ingroup favoritism in comparison to robots. 相似文献
97.
Olivier Stasse R. Ruland F. Lamiraux A. Kheddar K. Yokoi W. Prinz 《Intelligent Service Robotics》2009,2(3):153-160
This paper illustrates through a practical example an integration of a humanoid robotic architecture, with an open-platform
collaborative working environment called BSCW (Be Smart-Cooperate Worldwide). BSCW is primarily designed to advocate a futuristic
shared workspace system for humans. We exemplify how a complex robotic system (such as a humanoid robot) can be integrated
as a proactive collaborative agent which provides services and interacts with other agents sharing the same collaborative
environment workspace. Indeed, the robot is seen as a ‘user’ of the BSCW which is able to handle simple tasks and reports
on their achievement status. We emphasis on the importance of using standard software such as CORBA (Common Object Request
Broker Architecture) in order to easily build interfaces between several interacting complex software layers, namely from
real-time constraints up to basic Internet data exchange. 相似文献
98.
Tomislav Reichenbach 《Artificial Life and Robotics》2009,13(2):561-565
Computer simulation is an essential step in the design and construction of various mechanical structures, including biped
robots, because it enables rapid testing and virtual prototyping during the construction phase. Although many different simulators
are available, this article gives an overview and a motivation for building a new dynamic multibody simulator. The simulator
is especially adapted to humanoid robot Archie, developed at the IHRT Institute at the Technical University of Vienna. In
addition, it is shown how the simulator can be used not only in the controller design, but also in the online control loop
to extend the available sensors: a virtual sensors principle.
This work was presented in part at the First European Workshop on Artificial Life and Robtics, Vienna, Austria, July 12–13,
2007 相似文献
99.
A humanoid robot is always flooded by sensed information when sensing the environment, and it usually needs significant time to compute and process the sensed information. In this paper, a selective attention-based contextual perception approach was proposed for humanoid robots to sense the environment with high efficiency. First, the connotation of attention window (AW) is extended to make a more general and abstract definition of AW, and its four kinds of operations and state transformations are also discussed. Second, the attention control policies are described, which integrate intensionguided perceptual objects selection and distractor inhibition, and can deal with emergent issues. Distractor inhibition is
used to filter unrelated information. Last, attention policies are viewed as the robot’s perceptual modes, which can control and adjust the perception efficiency. The experimental results show that the presented approach can promote the perceptual efficiency significantly, and the perceptual cost can be effectively controlled through adopting different attention policies. 相似文献
100.
A humanoid robot is always flooded by sensed information when sensing the environment, and it usually needs significant time to compute and process the sensed information. In this paper, a selective attention-based contextual perception approach was proposed for humanoid robots to sense the environment with high efficiency. First, the connotation of attention window (AW) is extended to make a more general and abstract definition of AW, and its four kinds of operations and state transformations are also discussed. Second, the attention control policies are described, which integrate intensionguided perceptual objects selection and distractor inhibition, and can deal with emergent issues. Distractor inhibition is
used to filter unrelated information. Last, attention policies are viewed as the robot’s perceptual modes, which can control and adjust the perception efficiency. The experimental results show that the presented approach can promote the perceptual efficiency significantly, and the perceptual cost can be effectively controlled through adopting different attention policies. 相似文献