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Intelligent agents need a physical understanding of the world to predict the impact of their actions in the future. While learning-based models of the environment dynamics have contributed to significant improvements in sample efficiency…
Grip, walk, crawl, and jump. Soft robots are integrated functional structures composed of compliant mechanisms, whose activity spans various industrial applications such as surgery, healthcare, surveillance, and even planetary exploration.…
In recent years, there has been a considerable amount of research in the Gesture Recognition domain, mainly owing to the technological advancements in Computer Vision. Various new applications have been conceptualised and developed in this…
A systematic framework for analyzing dynamical attributes of games has not been well-studied except for the special class of potential or near-potential games. In particular, the existing results have shortcomings in determining the…
Adaptive game systems aim to enrich player experiences by dynamically adjusting game content in response to user data. While extensive research has addressed content personalization and player experience modeling, the integration of these…
Recent approaches in robotics follow the insight that perception is facilitated by interaction with the environment. These approaches are subsumed under the term of Interactive Perception (IP). It provides the following benefits: (i)…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
Having the ability to estimate an object's properties through interaction will enable robots to manipulate novel objects. Object's dynamics, specifically the friction and inertial parameters have only been estimated in a lab environment…
The upgrade of the track classification and selection step of the CMS tracking to a Deep Neural Network is presented. The CMS tracking follows an iterative approach: tracks are reconstructed in multiple passes starting from the ones that…
Neuroscience has traditionally relied on manually observing lab animals in controlled environments. Researchers usually record animals behaving in free or restrained manner and then annotate the data manually. The manual annotation is not…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
The co-adaptation of robots has been a long-standing research endeavour with the goal of adapting both body and behaviour of a system for a given task, inspired by the natural evolution of animals. Co-adaptation has the potential to…
Utilitarian games such as dictator games to measure fairness have been studied in the social sciences for decades. These games have given us insight into not only how humans view fairness but also in what conditions the frequency of…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
Eigen mode selection ought to be a practical issue in some real game systems, as it is a practical issue in the dynamics behaviour of a building, bridge, or molecular, because of the mathematical similarity in theory. However, its reality…
Any collection can be ranked. Sports and games are common examples of ranked systems: players and teams are constantly ranked using different methods. The statistical properties of rankings have been studied for almost a century in a…
Game-theoretic dynamics between AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to accurately simulate an AI agent, for example because its source code is…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…