Towards Intelligent Agents to Assist in Modular Construction: Evaluation of Datasets Generated in Virtual Environments for AI training

2021 ◽  
Author(s):  
Keundeok Park ◽  
Semiha Ergan ◽  
Chen Feng
2008 ◽  
Vol 23 (4) ◽  
pp. 369-388 ◽  
Author(s):  
Francisco Grimaldo ◽  
Miguel Lozano ◽  
Fernando Barber ◽  
Guillermo Vigueras

AbstractThe simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. On the other hand, we use the ontology to define social relations among agents within an artificial society. These relations must be taken into account in order to display socially acceptable decisions. Therefore, we have implemented a market-based social model that reaches coordination and sociability by means of task exchanges. This paper presents a multi-agent framework oriented to simulate socially intelligent characters in SVEs. The framework has been successfully tested in three-dimensional (3D) dynamic scenarios while simulating a virtual university bar, where groups of waiters and customers interact with both the objects in the scene and the other virtual agents, finally displaying complex social behaviors.


2019 ◽  
Vol 326 ◽  
pp. 108374 ◽  
Author(s):  
Marcus R Watson ◽  
Benjamin Voloh ◽  
Christopher Thomas ◽  
Asif Hasan ◽  
Thilo Womelsdorf

Author(s):  
Fabricio Herpich ◽  
Felipe Becker Nunes ◽  
Gleizer Bierhalz Voss ◽  
Roseclea Duarte Medina

The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contains and also to expand the alternatives of building the students' knowledge. Throughout this chapter it will be presented the development of intelligent agent called ELAI, by using the NPC strategy on the virtual world platform OpenSimulator. The ELAI provides support for teaching Computer Networking (CN), being sensitive to the context of learners to their level of expertise. In order to maximize the flexibility of interactions between the student, through the student's avatar and the NPC, an interconnection with a chatterbot was established, whose knowledge base was increased by files in AIML inherent to the topic of CN.


Author(s):  
Marcus S. Aquino ◽  
Fernando F. de Souza ◽  
Daniel Abella C.M. de Souza ◽  
Alejandro C. Frery ◽  
Rodrigo C. Fujioka

Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 36
Author(s):  
Alejandro Rodríguez-Arias ◽  
Bertha Guijarro-Berdiñas ◽  
Noelia Sánchez-Maroño

Multiagent systems (MASs) allow facing complex, heterogeneous, distributed problems difficult to solve by only one software agent. The world of video games provides problems and suitable environments for the use of MAS. In the field of games, Unity is one of the most used engines and allows the development of intelligent agents in virtual environments. However, although Unity allows working in multiagent environments, it does not provide functionalities to facilitate the development of MAS. The aim of this work is to create a multiagent system in Unity. For this purpose, a predator–prey problem was designed in which the agents must cooperate to arrest a thief driven by a human player. To solve this cooperative problem, it is required to create the representation of the environment and the agents in 3D; to equip the agents with vision, contact, and sound sensors to perceive the environment; to implement the agents’ behaviors; and, finally but not less important, to build a communication system between agents that allows negotiation, collaboration, and cooperation between them to create a complex, role-based chasing strategy.


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