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In this paper we present the possibilities of implementing evolution algorithm on a mobile platform. To inspect such possibilities we have created a Pac-man like mobile game that is implemented together with evolutionary programming. Here the interest does not only lie on performing the evolution algorithm on the mobile platform but also to examine the possibilities in implementing interactive evolution...
Evolutionary Algorithm (EA) is commonly used to generate optimal Artificial Intelligence (AI) controller. It is a technique used to enhance the performance of generated controller. EA enables the system to evolve, to adapt and learn to give a better output. The implementation of EA into 2D game is not something new. Researchers used gaming platforms to test their own ideology or proposed algorithms...
In order to create a cooperative architecture for multi-agent systems in robotic soccer, it is necessary to model and understand the human soccer concepts to use and express them computationally. This work presents the main features for a multi-agent cooperative architecture based on human soccer concepts. The architecture can be applied to different categories of RoboCup. To test its performance,...
This paper addresses our experience in the design of a serious game, aimed at computer-based support for intercultural participatory management of protected areas (e.g., parks, marine reserves, biosphere reserves...), in order to promote biodiversity conservation and social inclusion. Its objective is, via a computer assisted role-playing game, to help various stakeholders (e.g., environmentalist,...
Two assumptions have become dominant in the field of social computing and crowd sourcing - the computational view, and the assumption of a human-only crowd. In this paper, I address those assumptions. I trace their origin in the human-computation metaphor, and argue that while this metaphor is instrumental in facilitating novel developments, it also constrains the thinking of designers. I discuss...
Social collaboration can benefit individuals by avoiding efforts and risks inherent of trial-and-error learning. However, social collaboration may demand considerable effort and time. We present a new model of social collaboration based on Informational Natural Selection in order to investigate social problem-solving. We performed a set of social network experiments in which individuals solved problems...
We characterize the social dynamics of human players in a transactional online game. We introduce two new approaches for understanding temporal behavior: the introduction of entropy dynamics, where we measuring the change in the entropy of certain descriptive distributions over the course of a game, and the use of clustering to discover temporal dynamics in subpopulations of experimental subjects...
Human Computation Games (HCGs), harness the element of fun from games and information is generated as a byproduct of game play. A number of location-based mobile HCGs have emerged recently. Understanding actual usage and usability issues is crucial in identifying the challenges users face while using such applications. We introduce SPLASH (Seek, Play, Share), a mobile HCG that blends game play with...
Standard models in bio-evolutionary game theory involve repetitions of a single stage game (e.g., the Prisoner's Dilemma or the Stag Hunt); but it is clear that repeatedly playing the {\em same} stage game is not an accurate model of most individuals' lives. Rather, individuals' interactions with others correspond to many different kinds of stage games. In this work, we concentrate on discovering...
The impact of video games on minors has aroused general concern for decades. The amount of studies addressing violent video games is extensive. Previous research has well documented that playing violent video games is linked to increases in aggressive cognition, aggressive affect, and aggressive behavior, and decreases in prosocial behavior like empathy and helping behavior. In contrast, there has...
A Care-Receiving Robot (CRR) receives care from the people around it. The concept of CRR was first proposed in 2009 [1], [2] by the second author of this paper. This is a novel concept developed in response to the need for continuing to involve human teachers and adult care-givers in raising and nurturing children even as we move on to the next step in technological development and gradually begin...
Can a high-performance document image recognition system be built without detailed knowledge of the application? Having benefited from the statistical machine learning revolution of the last twenty years, our architectures rely less on hand-crafted special-case rules and more on models trained on labeled-sample data sets. But urgent questions remain. When we can't collect (and label) enough real training...
In order to explore the role of the market confidence and reputation feedback systems in online transactions, a computational experiment model based on the multi-agent is used in this paper. By introducing experience weighted attraction learning algorithm which endows the agent with the bounded rationality, the model can represent the revolution trends in online market and analyze the effect of the...
Multiplayer fighting videogames have become an increasingly popular over the last few years, especially with the introduction of online play, making for a more competitive experience. Multiplayer fighting games give players the opportunity to utilize particular strategies and tactics to win, allowing them to use their own signature style. As a player can only play against a particular opponent who...
There are several applications in which humans and agents jointly perform a task. If the task involves interdependence among the team members, coordination is required to achieve good team performance. Coordination in human-agent teams can be improved by giving humans insight in the behavior of the agents. When humans are able to understand and predict an agent's behavior, they can more easily adapt...
This paper recaps a recent study in the organization of interactive practices utilized by humans in card-game activities for the purposes of informing the design of human-robot interaction with autonomous social robotic systems. The research utilized an applied Conversation Analytic (CA) approach to focus on the practices by which humans identified and dealt with interactional trouble within the game...
This article focuses on how to implement Artificial Emotion for virtual reality applications with Fuzzy State Machine, and revisits the OCC emotion model. We discuss the features of human emotions and FuSM. An FuSM can deal with multi-emotions simultaneously, so we can use FuSM in our implementation to simulate emotions and control character behaviors. And the results of experiments show that we can...
Based on the “Game Theory”, the author applies the theory model of “Prisoner's Dilemmas” into the area of sports, so as to demonstrate the objective reality of collective action dilemma in sports field. Through the application of the “Hobbes Program”, “Social Capital Program”, “Reasonable supervision program”, “Comprehensive Managing System Program” into practical situation, the author searches for...
This article analyzes low-carbon lifestyle and characteristics of five dimensions of Internet-based lifestyle on the basis of division of lifestyle into attitude, behavior, time, space, and matter. Internet-based lifestyle is a low-carbon lifestyle. But it can hardly sustain because of the unhealthy and incomplete configurations. An example from online network, the article initials a new era of constructing...
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