• Corpus ID: 209438732

Implementation of Artificial Creature based on Interactive Learning

@inproceedings{Kim2002ImplementationOA,
  title={Implementation of Artificial Creature based on Interactive Learning},
  author={Yong-Duk Kim and Yong-Jae Kim and Jong-Hwan Kim and Jongwoo Lim},
  year={2002}
}
This paper proposes a novel architecture and interactive learning method for an artificial creature implemented in the 3D virtual world. The artificial creature, Rity can decide its behavior by itself based on its own motivation, homeostasis, emotion, and external sensor information. A behavior is selected by both probabilistic method and deterministic method. The probabilistic method uses internal states and external sensor information, and the deterministic method, which imitates animal’s… 

Figures from this paper

Behavior selection and learning for synthetic character

A behavior selection mechanism and interactive learning method for a synthetic character that can decide its behavior based on its own internal states (motivation, homeostasis, and emotion), and external sensor information is proposed.

Behavior Selection and Memory-based Learning for Artificial Creature Using Two-layered Confabulation

This paper proposes a novel behavior selection architecture and memory-based learning method for an artificial creature based on two-layered confabulation, where the memory has the selection probabilities of behaviors based on will and context.

A Cognitive Control Architecture for an Artificial Creature using Episodic Memory

The results show that the artificial creature possesses the ability to improve its performance as its experience grows, and is designed to enable Rity to be cognitive in its approach to task selection through the dual process of experiential and spatial learning.

Evolving Personality of a Genetic Robot in Ubiquitous Environment

The personality of genetic robot and its evolving algorithm is discussed within the purview of the broader ubiquitous robot framework and demonstrated by using an artificial creature, Rity in the virtual 3D world created in a PC.

Evolutionary Generation of Artificial Creature's Personality for Ubiquitous Services

The Evolutionary Generative Process for an Artificial Creature’s Personality (EGPP) evolves a genome population such that it customizes the genome, meeting a simplified set of personality traits desired by the user.

Evolutionary Generative Process for an Artificial Creature's Personality

An evolutionary process is proposed that generates a genome encoding a specific personality of an artificial creature that evolves a population of genomes such that it customizes the genome, which meets a simplified set of personality traits desired by the user.

The Origin of Artificial Species: Genetic Robot

This paper provides a basis for investigating "The Origin of Artificial Species," as a robot can be considered as an artificial creature, and its general internal architecture is presented and its artificial chromosomes are proposed as its essential components.

I2E: A Cognitive Architecture Based on Emotions for Assistive Robotics Applications

The design, implementation, and tests of the Inference of an Emotional State (I2E): a cognitive architecture based on emotions for assistive robotics applications, which uses, as inputs, emotions recognized previously by four affective modals who inferred the emotional state to an assistive robot.

Robot in a PDA for Human Interaction and Seamless Service 16 th

A new architecture is proposed for the efficient human interaction with software robot (Sobot) in a PDA and the Sobot transmission between PDAs and it is implemented in windows mobile environment of PDA such that it can interact with a human being and move to the other mobile device without spatial limitation.

Computational techniques for modeling non-player characters in games

Two classes of self-organizing neural networks are investigated, one of which, the self-generating neural network (SGNN) is investigated to learn behavior rules from specific sample bots in a supervised manner and another, known as Fusion Architecture for Learning, COgnition, and Navigation (FALCON), is adapted for imitative learning to learnbehavior patterns in the Unreal Tournament game.

References

SHOWING 1-10 OF 10 REFERENCES

Motivation driven learning for interactive synthetic characters

This paper introduces a creature kernel that enables the designing of a character with communicative motivational and emotional states, and learning abilities based on feedback from the motivation system, and describes results with examples of alteration of attitudes, learning of concepts, and formation of emotional reactions to locations based on experience.

Evolving pet robot with emotional model

Experimental results show that this robot performs tricks through interaction with its owner, and further acquires tricks by a delta rule for online learning and a genetic algorithm for off-line learning.

Robot personality based on the equations of emotion defined in the 3D mental space

A robot personality is proposed which consists of sensing personality and expression personality which has the ability to communicate naturally with a human by expressing human-like emotion.

Digital creatures for future entertainment robotics

  • M. Fujita
  • Materials Science
    Proceedings 2000 ICRA. Millennium Conference. IEEE International Conference on Robotics and Automation. Symposia Proceedings (Cat. No.00CH37065)
  • 2000
The development of AIBO is believed to be the first step of the era of autonomous robots in the twenty first century, and OPEN-R, which is to accelerate the research and development of autonomous Robots is introduced.

Robot in Society: Friend or Appliance?

This paper discusses the role that synthetic emotions could play in building autonomous robots which engage people in human-style social exchange. We present a control architecture which integrates

An emotion-based approach to robotics

  • J. Velásquez
  • Psychology, Biology
    Proceedings 1999 IEEE/RSJ International Conference on Intelligent Robots and Systems. Human and Environment Friendly Robots with High Intelligence and Emotional Quotients (Cat. No.99CH36289)
  • 1999
A computational framework is developed that captures important aspects of emotional processing and integrates these with other models of perception, attention, motivation, behavior, and motor control to control several autonomous agents.

A Layered Brain Architecture for Synthetic Creatures

A new layered brain architecture for simulated autonomous and semi-autonomous creatures that inhabit graphical worlds that communicate through common access to an internal mental blackboard is described.

How to build robots that make friends and influence people

  • C. BreazealB. Scassellati
  • Psychology
    Proceedings 1999 IEEE/RSJ International Conference on Intelligent Robots and Systems. Human and Environment Friendly Robots with High Intelligence and Emotional Quotients (Cat. No.99CH36289)
  • 1999
This work constructs a robot which exploits natural human social tendencies to convey intentionality through motor actions and facial expressions and presents results on the integration of perception, attention, motivation, behavior, and motor systems which allow the robot to engage in infant-like interactions with a human caregiver.

Old tricks for new dogs.

  • L. White
  • Education
    Journal of clinical orthodontics : JCO
  • 1996