Archive for the ‘Learning’ Category
19
Aug
Posted by cognitivecomputing in Agents, Game AI, Learning. Tagged: case-based reasoning, creativity, games, interactive drama, meta-reasoning, problem solving, virtual worlds. Leave a Comment
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement [...]
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25
Feb
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, real-time cbr, rts games. 1 Comment
Creating AI for complex computer games requires a great deal of technical knowledge as well as engineering effort on the part of game developers. This paper focuses on techniques that enable end-users to create AI for games without requiring technical knowledge by using case-based reasoning techniques. AI creation for computer games typically involves two steps: [...]
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19
Jul
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, goal-driven learning, interactive drama, meta-reasoning, problem solving, real-time cbr, rts games, virtual worlds. 1 Comment
(Click image to view the video – it’s near the bottom of the new page.) User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing [...]
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10
Jul
Posted by cognitivecomputing in Agents, Game AI, Learning. Tagged: believable agents, case-based reasoning, games, goal-driven learning, meta-reasoning, real-time cbr, rts games. Leave a Comment
AI agents designed for real-time settings need to adapt themselves to changing circumstances to improve their performance and remedy their faults. Agents typically designed for computer games, however, lack this ability. The lack of adaptivity causes a break in player experience when they repeatedly fail to behave properly in circumstances unforeseen by the game designers. [...]
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28
Sep
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, interactive drama, meta-reasoning, multistrategy learning, planning, problem solving, real-time cbr, rts games, virtual worlds. 3 Comments
User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing nearly all aspects of the gaming experience: maps, quests, artifacts, avatars, clothing, even games [...]
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9
Sep
Posted by cognitivecomputing in Game AI, Learning. Tagged: believable agents, games, goal-driven learning, meta-reasoning, planning, real-time cbr, virtual worlds. Leave a Comment
Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a [...]
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22
Jul
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, meta-reasoning, planning, real-time cbr, rts games. Leave a Comment
Case-based planning (CBP) systems are based on the idea of reusing past successful plans for solving new problems. Previous research has shown the ability of meta-reasoning approaches to improve the performance of CBP systems. In this paper we present a new meta-reasoning approach for autonomously improving the performance of CBP systems that operate in real-time [...]
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21
Jul
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, interactive drama, rts games. Leave a Comment
Behavior authoring for computer games involves writing behaviors in a programming language. This method is cumbersome and requires a lot of programming effort to author the behavior sets. Further, this approach restricts the behavior set authoring to people who are experts in programming. This paper describes our approach to design a system that allows a [...]
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16
Jul
Posted by cognitivecomputing in Learning. Tagged: case-based reasoning, meta-reasoning, multistrategy learning, problem solving. Leave a Comment
In this paper we describe the application of a novel learning and problem solving architecture to the domain of airspace management, where multiple requests for the use of airspace need to be reconciled and managed automatically. The key feature of our “Generalized Integrated Learning Architecture” (GILA) is a set of integrated learning and reasoning (ILR) [...]
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15
Jul
Posted by cognitivecomputing in Learning. Tagged: goal-driven learning, meta-reasoning, multistrategy learning, problem solving. Leave a Comment
Goal Driven Learning (GDL) focuses on systems that determine by themselves what has to be learned and how to learn it. Typically GDL systems use meta-reasoning capabilities over a base reasoner, identifying learning goals and devising strategies. In this paper we present a novel GDL technique to deal with complex AI systems where the meta-reasoning [...]
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