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Non-invasive brain-computer interfaces (BCI) aim to assist severely motor impaired persons in their daily life routine, however only a few BCIs have made it out of the laboratory. To foster further development, the Cybathlon, an international multi-discipline tournament, has been founded. One of the disciplines is the BCI-Race, where end users control avatars in a virtual race game by their thoughts...
Shortest path algorithm is one of classic IT problems and already used in many aspects. One of well-known shortest path algorithm is A-Star algorithm. Usually A-Star will be implemented to a Non-Playable Character (NPC) in some games. This paper wants to tell how to optimize A-Star algorithm in a hexagon-based environment using Parallel Bidirectional Search (PBS). The result of this paper is PBS A-Star...
This paper addresses the motion planning problem for two autonomous robots (the defender and the attacker) with competitive objectives, which are involved in a reach-avoid scenario. This adversarial aspect of the game makes the problem complex with high computational cost. To address this problem, we propose a novel symbolic approach for the robot motion planning and control of the robots, which can...
It becomes essential when reasoning about the security risks to critical utilities such electrical power and water distribution to recognize that the interests of producers and consumers do not fully coincide. They may have incentives to behave strategically towards each other, as well as toward some third party adversary. We therefore argue for the need to extend the prior literature, which has concentrated...
This paper shows the potential of using a physical model of gambling die as an input device for multimedia applications. We present a real-rime method for simulating fair 6-sided die on the base of loaded model of foam-rubber die equipped with inertial measurement unit. The method allows avoiding the negative influence that biased die produces on the final game result. The technique is based on filtering...
A major challenge in the area of multiagent reinforcement learning has been addressing the problem of scale, more specifically the fact that increasing the number of agents in a system dramatically increases both the cost of representing the problem and the cost of calculating a solution. In single agent systems, temporal abstractions in the form of options have been used to address part of the scaling...
A new concept of composition is proposed in the framework of the Graph Model for Conflict Resolution. Two graph models whose sets of decision makers are identical are composed into one graph model. The composition is interpreted as a situation in which the same decision makers are involved in two independent conflicts at the same time. Relationships between stabilities of states in a composed graph...
The 1956 nationalization of the Suez Canal dispute, between Egypt and an alliance between the United States (US) and Britain, is modeled and analyzed within the paradigm of a first-level hypergame in graph form. The results reveal that Britain and US encountered a strategic surprise in the dispute on account of their failure to predict Egypt's action in nationalizing the Suez Canal. The equilibrium...
Many social systems consist of many selfish players. All players may not have the same sense of values, and players who have different senses of values can be considered to belong different populations. As a model of such systems, multipopulation replicator dynamics has been proposed. In general, the desirable state may not be realized in the systems of many selfish players. In order to realize the...
Though some games for visually impaired persons have been developed, most of games that use only auditory information present challenges for sighted persons. Moreover, unfortunately, it is still difficult for visually impaired persons to play the same game with sighted persons and for sighted and visually impaired persons to share a common subject. Thus, we developed a barrier-free game that both...
We collect environmental information through our sensory organs, perceive them suitably to execute the task in hand. Examples of such tasks are abundant, like driving, operating machines, playing games, hunting, or mushroom picking on mountains. While executing such tasks, there is a marked difference in efficiency and accuracy between an expert and a novice. An expert is attentive to only what is...
The purpose of this research is to provide a puzzle-based framework to study how global and local information is interacted on human's visual perception during the decision making process. Since the Deep Convolutional Neural Networks (DCNN) has shown the state of the art performance in image classification and object detection, DCNN can output scores to reflect the level of global information, which...
In situations when several participants collaborate with each other, it is desirable to come up with a fair way to divide the resulting gain between the participants. Such a fair way was proposed by John von Neumann and Oscar Morgenstern, fathers of the modern game theory. However, in some situations, the von Neumann-Morgenstern solution does not exist. To cover such situations, we propose to use...
We proposed new entertainment system called "Light Crayon", projection system user can draw line on screen like using crayon. In this paper, we introduced visible light communication to this to enhance the expression and entertainment ability. As result, visible light communication succeed to transfer binary data at 12 bit/sec. We also made 2 game programs with new system.
By using haptic and olfactory senses as well as visual and auditory senses, it is expected that we are able to play networked games with high sense of presence. Fairness among players is important for the games, but we sometimes cannot use some senses by sickness, injury, and so on. In this paper, we assess the influence of olfactory and auditory senses on fairness for a networked virtual 3D object...
Arguably the grand goal of artificial intelligence research is to produce machines with general intelligence: the capacity to solve multiple problems, not just one. Artificial intelligence (AI) has investigated the general intelligence capacity of machines within the domain of games more than any other domain given the ideal properties of games for that purpose: controlled yet interesting and computationally...
We have proposed a way to simulate how communication could emerge in a simple n by n grid world task among multi-agent. We showed that by introducing simple learning communication among multi reinforcement learners, agents could reach a coordinated behavior to obtain a higher reward. We also provided a feasible way to overcome the problem of partial observability with reinforcement learning in multi-agent...
The werewolf game is a kind of role-playing game in which players have to guess other players' roles from their speech acts (what they say). In this game, players have to estimate other players' beliefs and intentions, and try to modify thers' intentions. The BDI model is a suitable model for this game, because it explicitly has notions of mental states, i.e. beliefs, desires and intentions. On the...
Task allocation problems have focused on achieving one-shot optimality. In practice, many task allocation problems are of repeated nature, where the allocation outcome of previous rounds may influence the participation of agents in subsequent rounds, and consequently, the quality of the allocations in the long term. We investigate how allocation influences agents' decision to participate using prospect...
Interactive ways of learning and creative activities in teaching methods of Computer Science (CS) have drawn great interest in the last years. The goal of this PhD project is to focus on the main research question: How could practices for computer science education become more attractive and effective for students and especially female students? Initially the project will define the existing teaching...
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