Related papers: A Fuzzy Control System for Inductive Video Games
This paper explores the use of active and passive learning, i.e.\ active and passive techniques to infer state machine models of systems, for fuzzing. Fuzzing has become a very popular and successful technique to improve the robustness of…
Biological systems often choose actions without an explicit reward signal, a phenomenon known as intrinsic motivation. The computational principles underlying this behavior remain poorly understood. In this study, we investigate an…
This paper presents a novel approach combining inductive logic programming with reinforcement learning to improve training performance and explainability. We exploit inductive learning of answer set programs from noisy examples to learn a…
This paper presents a fuzzy inference system for voltage/reactive power control in distribution substations. The purpose is go forward to automation distribution and its implementation in isolated power systems where control capabilities…
Emotions have a major interactive role in defining how humans interact with their environment by encoding their perception to external events and accordingly, influencing their cognition and decision-making process. Therefore, increasing…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
Student-generated multiple-choice questions (MCQs) revised by the instructor were used to design an educational game and to set part of the exam in the framework of an elementary course in Photonics. An anonymous survey among the students…
The superiority and inferiority ranking (SIR) method is a generation of the well-known PROMETHEE method, which can be more efficient to deal with multi-criterion decision making (MCDM) problem. Intuitionistic fuzzy sets (IFSs), as an…
This paper describes the speed control of a DC series motor for an accurate and high-speed performance. A neural network based controlling operation with fuzzy modeling is suggested in this paper. The driver units of these machines are…
A great number of computer vision publications have focused on distinguishing between human action recognition and classification rather than the intensity of actions performed. Indexing the intensity which determines the performance of…
We investigate whether naturalistic emotional human feedback can be directly exploited as a reward signal for training artificial agents via interactive human-in-the-loop reinforcement learning. To answer this question, we devise an…
How do cognitive agents decide what is the relevant information to learn and how goals are selected to gain this knowledge? Cognitive agents need to be motivated to perform any action. We discuss that emotions arise when differences between…
In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience.…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
We examined prosodic entrainment in spoken dialogs separately for several dialog acts in cooperative and competitive games. Entrainment was measured for intonation features derived from a superpositional intonation stylization as well as…
In this paper we propose the CTS (Concious Tutoring System) technology, a biologically plausible cognitive agent based on human brain functions.This agent is capable of learning and remembering events and any related information such as…
In this work, we explore the musical interface potential of the MindCube, an interactive device designed to study emotions. Embedding diverse sensors and input devices, this interface resembles a fidget cube toy commonly used to help users…
In this project, we designed a DC motor whose speed can be controlled by a PID controller. The proportional, integral and derivative gains (KP, KI, KD) of the PID controller are adjusted according to Fuzzy logic. First of all, the fuzzy…