相关论文: I Feel I Feel You: A Theory of Mind Experiment in …
We can usually assume others have goals analogous to our own. This assumption can also, at times, be applied to multi-agent games - e.g. Agent 1's attraction to green pellets is analogous to Agent 2's attraction to red pellets. This…
Computational models can advance affective science by shedding light onto the interplay between cognition and emotion from an information processing point of view. We propose a computational model of emotion that integrates reinforcement…
We formally introduce a improvisational wordplay game called Connections to explore reasoning capabilities of AI agents. Playing Connections combines skills in knowledge retrieval, summarization and awareness of cognitive states of other…
Traffic scenarios are inherently interactive. Multiple decision-makers predict the actions of others and choose strategies that maximize their rewards. We view these interactions from the perspective of game theory which introduces various…
Emotional cues frequently arise and shape group dynamics in interactive settings where multiple humans and artificial agents communicate through shared digital channels. While artificial agents lack intrinsic emotional states, they can…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
A large body of research is currently investigating on the connection between machine learning and game theory. In this work, game theory notions are injected into a preference learning framework. Specifically, a preference learning problem…
Computer games are widespread nowadays and enjoyed by people of all ages. But when it comes to kids, playing these games can be more than just fun, it is a way for them to develop important skills and build emotional intelligence. Facial…
This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…
Inferring emotions from physiological signals has gained much traction in the last years. Physiological responses to emotions, however, are commonly interfered and overlapped by physical activities, posing a challenge towards emotion…
We present a series of two studies conducted to understand user's affective states during voice-based human-machine interactions. Emphasis is placed on the cases of communication errors or failures. In particular, we are interested in…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
Making the hit effect satisfy players is a long-standing problem faced by action game designers. However, no research systematically analyzed which game design elements affect such game feel. There is not even a term to describe it. So, we…
We use generating functional analysis to study minority-game type market models with generalized strategy valuation updates that control the psychology of agents' actions. The agents' choice between trend following and contrarian trading,…
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…
Human social behavior is structured by relationships. We form teams, groups, tribes, and alliances at all scales of human life. These structures guide multi-agent cooperation and competition, but when we observe others these underlying…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational…
Automated interpretation of signals yields many impressive applications from the area of affective computing and human activity recognition (HAR). In this paper we ask the question about possibility of cognitive activity recognition on the…