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iWorlds: Generating artificial control systems for simulated humans using virtual worlds and intelligent environments

机译:iWorlds:使用虚拟世界和智能环境为模拟人类生成人工控制系统

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This paper highlights research into using virtual worlds, intelligent environments and mixed reality to create artificial control systems for simulated humans. Following a brief explanation of this project, the beneficial contribution provided by virtual worlds, intelligent environments and mixed reality systems is outlined. Throughout this project a series of experimental iWorlds, (virtual and mixed reality intelligent environments) have been used to profile the actions and decisions of humans to generate sets of realistic behaviours and test the project research hypothesis. These worlds consist of a mixed-reality household experiment plus two supporting game-like behaviour experiments, namely 'Bar-World' and 'Battleships' which were designed to explore and reinforce aspects of the underlying theory. As a core part of this work a description of a new profile generation mechanism is presented, which comprises a genetic programming mechanism that blends real user behaviour data to produce varied artificial profiles for non-player computer characters. In support of this a set of experimental results are presented that reveal the new artificial intelligence mechanism does indeed advance the project aim to create realistic simulated humans. A discussion is included that describes the potential benefits that could be gained by incorporating these methodologies into computer games and professional intelligent environment development systems.
机译:本文重点介绍了使用虚拟世界,智能环境和混合现实为模拟人类创建人工控制系统的研究。在对该项目进行简要说明之后,概述了虚拟世界,智能环境和混合现实系统提供的有益贡献。在整个项目中,一系列的实验性iWorld(虚拟和混合现实智能环境)已用于描述人类的行为和决策,以生成现实行为集并测试项目研究假设。这些世界包括一个混合现实的家庭实验以及两个支持游戏的行为实验,即“酒吧世界”和“战舰”,旨在探索和加强基础理论的各个方面。作为这项工作的核心部分,介绍了一种新的配置文件生成机制,其中包括一种遗传编程机制,该机制混合了真实的用户行为数据以生成用于非玩家计算机角色的各种人工配置文件。为了支持这一点,提出了一组实验结果,这些结果揭示了新的人工智能机制确实确实在推动该项目的目标,即创造出逼真的模拟人类。包含的讨论描述了通过将这些方法合并到计算机游戏和专业的智能环境开发系统中可以获得的潜在利益。

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