Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/544741.544820acmconferencesArticle/Chapter ViewAbstractPublication PagesaamasConference Proceedingsconference-collections
Article

Using an ethologically-inspired model to learn apparent temporal causality for planning in synthetic creatures

Published: 15 July 2002 Publication History

Abstract

Inspired by recent work in ethology and animal training, we integrate representations for time and rate into a behavior-based architecture for autonomous virtual creatures. The resulting computational model of affect and action selection allows creatures to discover and refine their understanding of apparent temporal causality relationships which may or may not involve self-action. The fundamental action selection choice that a creature must make in order to satisfy its internal needs is whether to explore, react or exploit. In this architecture, that choice is informed by an understanding of apparent temporal causality, the representation for which is integrated into the representation for action. The ability to accommodate changing ideas about causality allows the creature to exist in and adapt to a dynamic world. Not only is such a model suitable for computational systems, but its derivation from biological models suggests that it may also be useful for gaining a new perspective on learning in biological systems. The implementation of a complete character built using this architecture is able to reproduce a variety of conditioning phenomena, as well as learn in real-time using a training technique used with live animals.

References

[1]
Gallistel, C. R. (1990). The Organization of Learning. Cambridge, MA, Bradford Books / MIT Press.
[2]
Brooks, R. A. (1991b). "Intelligence Without Representation." Artificial Intelligence Journal 47: 139--159.
[3]
Blumberg, B. M. (1996). Old Tricks, New Dogs: Ethology and Interactive Creatures. Media Lab. Cambridge, MIT.
[4]
Isla, D. A., R. C. Burke, et al. (2001). A Layered Brain Architecture for Synthetic Characters. IJCAI, Seattle.
[5]
Wilkes, G. (1994). Behavior Sampler, C&T Publishing.
[6]
Gallistel, C. R. and J. Gibbon (2000). "Time, Rate and Conditioning." Psychological Review 107: 289--344.
[7]
Thorndike, E. (1911). Animal Intelligence. Darien, Hafne.
[8]
Yoon, S.-Y., B. M. Blumberg, et al. (2000). Motivation Driven Learning for Interactive Synthetic Characters. AA 2000.
[9]
Russell, J. (1980). "A circumplex model of affect." Journal of Personality and Social Psychology 39: 1161--1178.
[10]
Ekman, P. (1982). Emotion in the Human Face. Cambridge, UK, Cambridge University Press.
[11]
Brooks, R. A. (1991a). Intelligence without Reason, Computers and Thought lecture. IJCAI-91, Sidney, Australia.
[12]
Burke, R. C., D. A. Isla, et al. (2001). Creature Smarts: The Art and Architecture of a Virtual Brain. Game Developers Conference 2001.
[13]
Pearl, J. (1988). Probabilistic Reasoning in Intelligent Systems: Networks of Plausible Inference. San Mateo, California, Morgan Kaufmann Publishers.
[14]
deKleer, J. (1986). "An Assumption-based TMS." Artificial Intelligence Journal 28(2): 127--162.
[15]
Allen, J. F. (1991). Planning as Temporal Reasoning. The Second International Conference on Principles of Knowledge Representation and Reasoning, Morgan Kaufmann.
[16]
Moray, N. (1990). "A lattice theory approach to the structure of mental models." Phil. Trans. R. Soc. Lond. B(327): 577--583.
[17]
Aittokallio, T., M. Gyllenberg, et al. (2000). Testing for Periodicity of Signals: An Application to Detect Partial Upper Airway Obstruction during Sleep, Turku Centre for Computer Science.
[18]
Spier, E. (1997). From Reactive Behaviour to Adaptive Behaviour: Motivational Models for Behavior in Animals and Robots. Oxford, Oxford University: 99.
[19]
Tu, X. and D. Terzopoulos (1994). Artificial Fishes: Physics, Location, Perception, Behavior. Siggraph.
[20]
Perlin, K. and A. Goldberg (1996). "Improv: A System for Scripting Interactive Actors in Virtual Worlds." Computer Graphics 29(3).
[21]
Damasio, A. (1995). Descarte's Error, Harvard University Press.
[22]
Iwasaki, Y. and H. Simon (1986). "Causality in Device Behavior." Artificial Intelligence Journal 29(1): 3--32.
[23]
Wagner, A. R. and R. A. Rescorla (1972). Inhibition in Pavlovian conditioning: Application of a theory. Inhibition and Learning. R. A. Boakes and M. S. Halliday. London, Academic Press.
[24]
Barlow, H. (1990). "Conditions for Versatile Learning, Helmholtz's Unconscious Inference, and the Task of Perception." Vision Research 30(11): 1561--71.
[25]
Burke, R.C. (2001). It's About Time: Temporal Representations for Synthetic Characters. MS. Thesis, The Media Lab, MIT.
[26]
Maes, P. (1989). The Dynamics of Action Selection. IJCAI, Detroit, Morgan Kaufmann.
[27]
Drescher, G. L. (1991). Made-up minds: a constructivist approach to artificial intelligence. Cambridge, Mass., MIT Press.

Cited By

View all
  • (2008)Modelling Interactive Non-Linear StoriesComputational Intelligence in Multimedia Processing: Recent Advances10.1007/978-3-540-76827-2_5(119-138)Online publication date: 2008
  • (2004)Conceptual Farm2004 IEEE International Conference on Multimedia and Expo (ICME) (IEEE Cat. No.04TH8763)10.1109/ICME.2004.1394701(2179-2182)Online publication date: 2004

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
AAMAS '02: Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
July 2002
540 pages
ISBN:1581134800
DOI:10.1145/544741
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 July 2002

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. apparent temporal causality
  2. autonomous agents
  3. ethology
  4. planning
  5. reactive systems
  6. synthetic characters
  7. virtual creatures

Qualifiers

  • Article

Conference

AAMAS02
Sponsor:

Acceptance Rates

Overall Acceptance Rate 1,155 of 5,036 submissions, 23%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)2
  • Downloads (Last 6 weeks)1
Reflects downloads up to 15 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2008)Modelling Interactive Non-Linear StoriesComputational Intelligence in Multimedia Processing: Recent Advances10.1007/978-3-540-76827-2_5(119-138)Online publication date: 2008
  • (2004)Conceptual Farm2004 IEEE International Conference on Multimedia and Expo (ICME) (IEEE Cat. No.04TH8763)10.1109/ICME.2004.1394701(2179-2182)Online publication date: 2004

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media