scholarly journals MAPF Scenario: Software for Evaluating MAPF Plans on Real Robots

2020 ◽  
Vol 34 (09) ◽  
pp. 13602-13603
Author(s):  
Roman Barták ◽  
Jiří Švancara ◽  
Ivan Krasičenko

Multi-Agent Path Finding (MAPF) deals with finding collision free paths for a set of agents (robots) moving on a graph. The interest in MAPF in the research community started to increase recently partly due to practical applications in areas such as warehousing and computer games. However, the academic community focuses mostly on solving the abstract version of the problem (moving of agents on the graph) with only a few results on real robots. The presented software MAPF Scenario provides a tool for specifying MAPF problems on grid maps, solving the problems using various abstractions (for example, assuming rotation actions or not), simulating execution of plans, and translating the abstract plans to control programs for small robots Ozobots. The tool is intended as a research platform for evaluating abstract MAPF plans on real robots and as an educational and demonstration tool bridging the areas of artificial intelligence and robotics.

Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


2019 ◽  
Vol 2019 ◽  
pp. 1-10 ◽  
Author(s):  
Adil Khan ◽  
Jiang Feng ◽  
Shaohui Liu ◽  
Muhammad Zubair Asghar

These days game AI is one of the focused and active research areas in artificial intelligence because computer games are the best test-beds for testing theoretical ideas in AI before practically applying them in real life world. Similarly, ViZDoom is a game artificial intelligence research platform based on Doom used for visual deep reinforcement learning in 3D game environments such as first-person shooters (FPS). While training, the speed of the learning agent greatly depends on the number of frames the agent is permitted to skip. In this paper, how the frame skipping rate influences the agent’s learning and final performance is proposed, particularly using deep Q-learning, experience replay memory, and the ViZDoom Game AI research platform. The agent is trained and tested on Doom’s basic scenario(s) where the results are compared and found to be 10% better compared to the existing state-of-the-art research work on Doom-based agents. The experiments show that the profitable and optimal frame skipping rate falls in the range of 3 to 11 that provides the best balance between the learning speed and the final performance of the agent which exhibits human-like behavior and outperforms an average human player and inbuilt game agents.


2021 ◽  
Vol 6 (2) ◽  
pp. 433-440
Author(s):  
Junia Melya Sari ◽  
Edi Purwanta

This research aimed at utilizing artificial intelligence in STEM-based creative learning in the society 5.0 era. The researchers investigated how an educator can utilize artificial intelligence and optimize it into a STEM-based learning process. STEM stands for Science, Technology, Engineering, and Math. The United States initiated it to combine the four disciplines integrated into a problem-based learning method and everyday contextual events. Artificial intelligence is an intelligence added to a system managed in a scientific context. Artificial intelligence is created and put into a machine (computer) to do work like humans. Several fields that use artificial intelligence include expert systems, computer games (games), fuzzy logic, artificial neural networks, and robotics. The researchers employed the literature review or library research by reviewing the results of various studies and collecting data from assorted references and sources. In conclusion, implementing artificial intelligence in STEM-based creative learning can be an alternative for an educator in the learning process. Artificial intelligence (AI) is expected to help educators in the creative learning process by implementing long-life education and showing behavioral changes in a better direction cognitively, affectively, and psychometrically, especially in the era of society 5.0.


2019 ◽  
Vol 16 (1) ◽  
pp. 9
Author(s):  
Dairoh Dairoh ◽  
Mohammad Khambali ◽  
Trima Mustofa

Artificial Intelligence is defined as intelligence exhibited by an artificial entity. Intelligence was created and put into a machine that can do the job as do humans. Some kinds of fields that use artificial intelligence include fuzzy logic, expert systems, computer games, neural networks and robotics. The purpose of research is Applying the theory of fuzzy logic in the manufacture of robot control and create teaching materials for the subjects of physics, especially on the concept of a microcontroller or other allied subjects of the research conducted. In this study apply fuzzy logic on the movement of wheeled robot control where in the controlling controlled via a smartphone which is then processed by a microcontroller Arduino that has grown the program by applying the method of fuzzy logic rule. Then by the microcontroller is used as a command to drive the DC motor as a navigation system that course in accordance with the rules created. Every step of the control system provides a signal in the form of a large steering angle (θ) which guides the robot to the target of a starting position. The results showed that the application of a system of fuzzy logic can be implemented in a navigation system for a robot control and the results of testing the robot's movement, then obtained some data points specified coordinates with the coordinates of the control robot acquired a 96% accuracy rate.


AI Magazine ◽  
2017 ◽  
Vol 38 (4) ◽  
pp. 13-26 ◽  
Author(s):  
John E. Laird ◽  
Christian Lebiere ◽  
Paul S. Rosenbloom

The purpose of this article is to begin the process of engaging the international research community in developing what can be called a standard model of the mind, where the mind we have in mind here is human-like. The notion of a standard model has its roots in physics, where over more than a half-century the international community has developed and tested a standard model that combines much of what is known about particles. This model is assumed to be internally consistent, yet still have major gaps. Its function is to serve as a cumulative reference point for the field while also driving efforts to both extend and break it.


2020 ◽  
pp. 127-129
Author(s):  
Petr M. Morkhat ◽  

The article presents a review of the monograph Artificial Intelligence and Criminal Law. Its novelty lies in the fact that the research the book presents is based on an interdisciplinary approach, which provides for a sufficiently serious depth of the analysis. The book thoroughly reveals the problems of the correlation between criminal law and delicts committed with the use of artificial intelligence and robots. The authors of the book bring the problems in this field up for discussion in the academic community and propose models for their solution. In the opinion of the author of the book review, the monograph makes a significant contribution to the generalization of the prevailing ideas about artificial intelligence in Russian and foreign legal science. The book is intended for experts in the field of artificial intelligence and robotics, scientists, representatives of the judiciary and law enforcement agencies, students, graduate students and teachers of law schools and universities.


Author(s):  
Mehdi Dastani ◽  
Paolo Torroni ◽  
Neil Yorke-Smith

AbstractThe concept of anormis found widely across fields including artificial intelligence, biology, computer security, cultural studies, economics, law, organizational behaviour and psychology. The concept is studied with different terminology and perspectives, including individual, social, legal and philosophical. If a norm is an expected behaviour in a social setting, then this article considers how it can be determined whether an individual is adhering to this expected behaviour. We call this processmonitoring, and again it is a concept known with different terminology in different fields. Monitoring of norms is foundational for processes of accountability, enforcement, regulation and sanctioning. Starting with a broad focus and narrowing to the multi-agent systems literature, this survey addresses four key questions: what is monitoring, what is monitored, who does the monitoring and how the monitoring is accomplished.


Anaesthesia ◽  
2021 ◽  
Vol 76 (S1) ◽  
pp. 171-181 ◽  
Author(s):  
M. McKendrick ◽  
S. Yang ◽  
G. A. McLeod

Author(s):  
Stamatis Karnouskos

AbstractThe rapid advances in Artificial Intelligence and Robotics will have a profound impact on society as they will interfere with the people and their interactions. Intelligent autonomous robots, independent if they are humanoid/anthropomorphic or not, will have a physical presence, make autonomous decisions, and interact with all stakeholders in the society, in yet unforeseen manners. The symbiosis with such sophisticated robots may lead to a fundamental civilizational shift, with far-reaching effects as philosophical, legal, and societal questions on consciousness, citizenship, rights, and legal entity of robots are raised. The aim of this work is to understand the broad scope of potential issues pertaining to law and society through the investigation of the interplay of law, robots, and society via different angles such as law, social, economic, gender, and ethical perspectives. The results make it evident that in an era of symbiosis with intelligent autonomous robots, the law systems, as well as society, are not prepared for their prevalence. Therefore, it is now the time to start a multi-disciplinary stakeholder discussion and derive the necessary policies, frameworks, and roadmaps for the most eminent issues.


Proceedings ◽  
2020 ◽  
Vol 63 (1) ◽  
pp. 44
Author(s):  
Lavinia Andrei ◽  
Doru-Laurean Baldean ◽  
Adela-Ioana Borzan

A control program was designed with Unity 5 virtual reality application in the automotive and robotics field. Thus, a virtual model of a robotic car was tested in a virtual reality program. After optimization, the smart controller was implemented on a specific model of the automated Chevrolet Camaro. The main objective of the present paper is to design a control program model to be tested in virtual reality and in a real-size car. Results concerning the virtual modeling of an automated car and its artificial intelligence controls have been presented and discussed, outlining the forces, torques, and context awareness capabilities of the car.


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