共查询到20条相似文献,搜索用时 15 毫秒
1.
Serdar Yildirim Shrikanth Narayanan Alexandros Potamianos 《Computer Speech and Language》2011,25(1):29-44
The automatic recognition of user’s communicative style within a spoken dialog system framework, including the affective aspects, has received increased attention in the past few years. For dialog systems, it is important to know not only what was said but also how something was communicated, so that the system can engage the user in a richer and more natural interaction. This paper addresses the problem of automatically detecting “frustration”, “politeness”, and “neutral” attitudes from a child’s speech communication cues, elicited in spontaneous dialog interactions with computer characters. Several information sources such as acoustic, lexical, and contextual features, as well as, their combinations are used for this purpose. The study is based on a Wizard-of-Oz dialog corpus of 103 children, 7–14 years of age, playing a voice activated computer game. Three-way classification experiments, as well as, pairwise classification between polite vs. others and frustrated vs. others were performed. Experimental results show that lexical information has more discriminative power than acoustic and contextual cues for detection of politeness, whereas context and acoustic features perform best for frustration detection. Furthermore, the fusion of acoustic, lexical and contextual information provided significantly better classification results. Results also showed that classification performance varies with age and gender. Specifically, for the “politeness” detection task, higher classification accuracy was achieved for females and 10–11 years-olds, compared to males and other age groups, respectively. 相似文献
2.
David B. Benson 《Information Sciences》1976,10(2):17-29
The Oriental game of Go contains a unique method by which pieces, called stones, are captured and made safe from capture. A group of stones safe from capture is called safe, unconditionally alive, or similar terms. Life or its lack can be determined by lookahead through the game tree, at some expense. We present a graph-theoretic static analysis of the board arrangement which determines unconditional life or its lack, together with proofs of its equivalency to look ahead. An algorithm for the static evaluation is given and we argue that it is the preferable method for computer Go play. These results constitute the first realistic theorems in the theory of Go. 相似文献
3.
David B. Benson 《Information Sciences》1976,10(1):17-29
The Oriental game of Go contains a unique method by which pieces, called stones, are captured and made safe from capture. A group of stones safe from capture is called safe, unconditionally alive, or similar terms. Life or its lack can be determined by lookahead through the game tree, at some expense. We present a graph-theoretic static analysis of the board arrangement which determines unconditional life or its lack, together with proofs of its equivalency to look ahead. An algorithm for the static evaluation is given and we argue that it is the preferable method for computer Go play. These results constitute the first realistic theorems in the theory of Go. 相似文献
4.
Temporal-difference learning is one of the most successful and broadly applied solutions to the reinforcement learning problem;
it has been used to achieve master-level play in chess, checkers and backgammon. The key idea is to update a value function
from episodes of real experience, by bootstrapping from future value estimates, and using value function approximation to
generalise between related states. Monte-Carlo tree search is a recent algorithm for high-performance search, which has been
used to achieve master-level play in Go. The key idea is to use the mean outcome of simulated episodes of experience to evaluate
each state in a search tree. We introduce a new approach to high-performance search in Markov decision processes and two-player
games. Our method, temporal-difference search, combines temporal-difference learning with simulation-based search. Like Monte-Carlo
tree search, the value function is updated from simulated experience; but like temporal-difference learning, it uses value
function approximation and bootstrapping to efficiently generalise between related states. We apply temporal-difference search
to the game of 9×9 Go, using a million binary features matching simple patterns of stones. Without any explicit search tree,
our approach outperformed an unenhanced Monte-Carlo tree search with the same number of simulations. When combined with a
simple alpha-beta search, our program also outperformed all traditional (pre-Monte-Carlo) search and machine learning programs
on the 9×9 Computer Go Server. 相似文献
5.
Markku Eskelinen 《Digital Creativity》2013,24(3):175-183
It is relatively stress-free to write about computer games as nothing too much has been said yet, and almost anything goes. The situation is pretty much the same when it comes to writing about games and gaming in general. The sad fact with alarming cumulative consequences is that they are under-theorized; there are Huizinga, Caillois and Ehrmann of course, and libraries full of board game studies,in addition to game theory and bits and pieces of philosophy – most notably those of Wittgenstein – but they won't get us very far with computer games. So if there already is or soon will be a legitimate field for computer game studies, this field is also very open to intrusions and colonisations from the already organized scholarly tribes. Resisting and beating them is the goal of our first survival game in this paper, as what these emerging studies need is independence, or at least relative independence. 相似文献
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7.
Hu S. Lehner P.E. 《IEEE transactions on pattern analysis and machine intelligence》1997,19(9):1048-1051
A heuristic method for adversarial planning is developed to address the problem of multipurpose planning in the game of Go. Static analysis and dynamic look ahead on both strategic and tactical levels are used to generate possible goals and to identify interactions among the achievability of various goals. Strategic, multipurpose goals are composed of sets of interacting goals 相似文献
8.
Computer gaming is a key component of the rapidly growing entertainment industry. While building computer games has typically been a commercial endeavor, we believe that designing and constructing a computer game is also a useful activity for educating students about geometric modeling and computer graphics. In particular, students are exposed to the practical issues surrounding topics such as geometric modeling, rendering, collision detection, character animation and graphical design. Moreover, building an advanced game provides students exposure to the real-world side of software engineering that they are typically shielded from in the standard computer class. In this paper, we describe our experiences with teaching a computer science class that focuses on designing and building the best game possible in the course of a semester. The paper breaks down a typical game into various components that are suited for individual student projects and discusses the use of modern graphical design tools such as Maya in building art for the game. We conclude with a rough timeline for developing a game during the course of a semester and review some of the lessons learned during the three years we have taught the class. 相似文献
9.
10.
Teaching computer science through game design 总被引:1,自引:0,他引:1
Playing computer games is a popular recreational activity for young people. Not surprisingly, many of these enthusiasts dream that one day they will develop computer games themselves. Developing computer games involves many aspects of computing, including computer graphics, artificial intelligence, human-computer interaction, security, distributed programming, simulation, and software engineering. Users who can't code a single line can use game maker to build games and learn object-oriented design. 相似文献
11.
12.
Keh-Hsun Chen 《Information Sciences》2005,175(4):273-283
The current global selective search and decomposition search in Go typically back up territory scores. This approach is inherently flawed. We propose a new strategy of backing up “chance of winning”. We show how an evaluation function on the chance of winning can be constructed. Also we develop a probabilistic combinatorial game model and an algorithm for decomposition search to work with probabilistic outcomes in maximizing the chance of winning. 相似文献
13.
This paper introduces a research framework of game play based on a review of media enjoyment theories, personality theories, effects of computer game play, and technology acceptance model. The proposed framework suggests that an appropriate fit between characteristics of the player and gaming technology will result in greater enjoyment while social influence may moderate effects of the fit. An empirical study is carried out to investigate the relationship between enjoyment of computer game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses are proposed. A survey is conducted in two US universities. Results and implications are discussed. 相似文献
14.
计算机博弈是人工智能领域的“果蝇”,备受人工智能领域研究者的关注,已然成为研究认知智能的有利平台。扑克类博弈对抗问题可建模成边界确定、规则固定的不完美信息动态博弈,计算机扑克 AI 需要具备不完全信息动态决策、对手误导欺诈行为识别以及多回合筹码和风险管理等能力。首先梳理了以德州扑克为代表的计算机扑克智能博弈的发展历程,其次针对计算机扑克智能博弈典型模型算法、关键技术以及存在的主要问题进行了综述分析,最后探讨了计算机扑克智能博弈的未来发展趋势和应用前景。 相似文献
15.
指纹探测作为网络侦察的重要组成部分,是攻击者成功实施网络攻击的先决条件。针对攻防双方在指纹探测过程中的博弈对抗特征,设计了一种新型对抗攻击者指纹探测的欺骗机制,并通过建立不完全信息动态博弈模型有效刻画指纹探测欺骗过程,在此基础上讨论了欺骗指纹生成的基本方法。针对扩展指纹库规模导致的解空间爆炸问题,提出了一种基于遗传算法思想的智能指纹混淆算法,即两阶段最优策略选取算法(two-stage optimal strategy selection algorithm,TSOSA),并建立了仿真实验环境。结果表明,与传统的贪婪算法相比,TSOSA更加有效地隐藏了网络资产的真实指纹特征,降低了攻击者的成功探测概率,进而增强了网络的安全防护能力。 相似文献
16.
Erik C.D. van der Werf Mark H.M. Winands Jos W.H.M. Uiterwijk 《Information Sciences》2005,175(4):258-272
This article presents a new learning system for predicting life and death in the game of Go. It is called Gone. The system uses a multi-layer perceptron classifier which is trained on learning examples extracted from game records. Blocks of stones are represented by a large amount of features which enable a rather precise prediction of life and death. On average, Gone correctly predicts life and death for 88% of all the blocks that are relevant for scoring. Towards the end of a game the performance increases up to 99%. A straightforward extension for full-board evaluation is discussed. Experiments indicate that the predictor is an important component for building a strong full-board evaluation function. 相似文献
17.
In this article the author explains the context of his brother's e-mail, who is a US Army surgeon in Iraq. The e-mail concisely summarizes the convergence of entertainment technology and military training. He also describes the influence of game technology in his training. 相似文献
18.
Ken Chen 《Information Sciences》2005,175(4):245-246
19.
《Environmental Modelling & Software》2007,22(11):1679-1684
An increased interest in coupled natural and human systems motivates the simulation of dynamic interactions between humans and their environment. Simulation games often include this capability suggesting their use as research and/or educational tools, but this requires a somewhat realistic representation of environmental processes. This paper reviews the hydrology in the simulation game SimCity 4. The components of the hydrologic cycle included in the game relate mainly to drinking water supply, treatment and distribution. Groundwater, the sole source of drinking water, is present in unlimited quantity, but becomes polluted as a result of agricultural and industrial land uses. Water treatment plants are included, but in a somewhat unrealistic manner, in that they rapidly clean up aquifers in situ. The drinking water distribution infrastructure consists of water towers, pumps and pipes, but again, they are included in a somewhat unrealistic manner. Water towers and pumps both extract groundwater and are differentiated solely by their capacity, power usage and cost (rather than function). Besides for entertainment, the game should be valuable for educational purposes in lower level undergraduate courses to illustrate that/how water supply affects a city and vice versa. The general game architecture is capable of a more realistic representation and inclusion of additional components of the urban hydrologic cycle, which are discussed. 相似文献
20.
The automatic control of emotional expression in music is a challenge that is far from being solved. This paper describes research conducted with the aim of developing a system with such capabilities. The system works with standard MIDI files and develops in two stages: the first offline, the second online. In the first stage, MIDI files are partitioned in segments with uniform emotional content. These are subjected to a process of features extraction, then classified according to emotional values of valence and arousal and stored in a music base. In the second stage, segments are selected and transformed according to the desired emotion and then arranged in song-like structures.The system is using a knowledge base, grounded on empirical results of works of Music Psychology that was refined with data obtained with questionnaires; we also plan to use data obtained with other methods of emotional recognition in a near future. For the experimental setups, we prepared web-based questionnaires with musical segments of different emotional content. Each subject classified each segment after listening to it, with values for valence and arousal. The modularity, adaptability and flexibility of our system’s architecture make it applicable in various contexts like video-games, theater, films and healthcare contexts. 相似文献