ترغب بنشر مسار تعليمي؟ اضغط هنا

Empirically Evaluating Creative Arc Negotiation for Improvisational Decision-making

80   0   0.0 ( 0 )
 نشر من قبل Mikhail Jacob
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Action selection from many options with few constraints is crucial for improvisation and co-creativity. Our previous work proposed creative arc negotiation to solve this problem, i.e., selecting actions to follow an author-defined `creative arc or trajectory over estimates of novelty, unexpectedness, and quality for potential actions. The CARNIVAL agent architecture demonstrated this approach for playing the Props game from improv theatre in the Robot Improv Circus installation. This article evaluates the creative arc negotiation experience with CARNIVAL through two crowdsourced observer studies and one improviser laboratory study. The studies focus on subjects ability to identify creative arcs in performance and their preference for creative arc negotiation compared to a random selection baseline. Our results show empirically that observers successfully identified creative arcs in performances. Both groups also preferred creative arc negotiation in agent creativity and logical coherence, while observers enjoyed it more too.

قيم البحث

اقرأ أيضاً

Analysis of the popular expected goals (xG) metric in soccer has determined that a (slightly) smaller number of high-quality attempts will likely yield more goals than a slew of low-quality ones. This observation has driven a change in shooting behav ior. Teams are passing up on shots from outside the penalty box, in the hopes of generating a better shot closer to goal later on. This paper evaluates whether this decrease in long-distance shots is warranted. Therefore, we propose a novel generic framework to reason about decision-making in soccer by combining techniques from machine learning and artificial intelligence (AI). First, we model how a team has behaved offensively over the course of two seasons by learning a Markov Decision Process (MDP) from event stream data. Second, we use reasoning techniques arising from the AI literature on verification to each teams MDP. This allows us to reason about the efficacy of certain potential decisions by posing counterfactual questions to the MDP. Our key conclusion is that teams would score more goals if they shot more often from outside the penalty box in a small number of team-specific locations. The proposed framework can easily be extended and applied to analyze other aspects of the game.
The widespread use of deep neural networks has achieved substantial success in many tasks. However, there still exists a huge gap between the operating mechanism of deep learning models and human-understandable decision making, so that humans cannot fully trust the predictions made by these models. To date, little work has been done on how to align the behaviors of deep learning models with human perception in order to train a human-understandable model. To fill this gap, we propose a new framework to train a deep neural network by incorporating the prior of human perception into the model learning process. Our proposed model mimics the process of perceiving conceptual parts from images and assessing their relative contributions towards the final recognition. The effectiveness of our proposed model is evaluated on two classical visual recognition tasks. The experimental results and analysis confirm our model is able to provide interpretable explanations for its predictions, but also maintain competitive recognition accuracy.
We study the design of autonomous agents that are capable of deceiving outside observers about their intentions while carrying out tasks in stochastic, complex environments. By modeling the agents behavior as a Markov decision process, we consider a setting where the agent aims to reach one of multiple potential goals while deceiving outside observers about its true goal. We propose a novel approach to model observer predictions based on the principle of maximum entropy and to efficiently generate deceptive strategies via linear programming. The proposed approach enables the agent to exhibit a variety of tunable deceptive behaviors while ensuring the satisfaction of probabilistic constraints on the behavior. We evaluate the performance of the proposed approach via comparative user studies and present a case study on the streets of Manhattan, New York, using real travel time distributions.
Actionable Cognitive Twins are the next generation Digital Twins enhanced with cognitive capabilities through a knowledge graph and artificial intelligence models that provide insights and decision-making options to the users. The knowledge graph des cribes the domain-specific knowledge regarding entities and interrelationships related to a manufacturing setting. It also contains information on possible decision-making options that can assist decision-makers, such as planners or logisticians. In this paper, we propose a knowledge graph modeling approach to construct actionable cognitive twins for capturing specific knowledge related to demand forecasting and production planning in a manufacturing plant. The knowledge graph provides semantic descriptions and contextualization of the production lines and processes, including data identification and simulation or artificial intelligence algorithms and forecasts used to support them. Such semantics provide ground for inferencing, relating different knowledge types: creative, deductive, definitional, and inductive. To develop the knowledge graph models for describing the use case completely, systems thinking approach is proposed to design and verify the ontology, develop a knowledge graph and build an actionable cognitive twin. Finally, we evaluate our approach in two use cases developed for a European original equipment manufacturer related to the automotive industry as part of the European Horizon 2020 project FACTLOG.
Standard lossy image compression algorithms aim to preserve an images appearance, while minimizing the number of bits needed to transmit it. However, the amount of information actually needed by a user for downstream tasks -- e.g., deciding which pro duct to click on in a shopping website -- is likely much lower. To achieve this lower bitrate, we would ideally only transmit the visual features that drive user behavior, while discarding details irrelevant to the users decisions. We approach this problem by training a compression model through human-in-the-loop learning as the user performs tasks with the compressed images. The key insight is to train the model to produce a compressed image that induces the user to take the same action that they would have taken had they seen the original image. To approximate the loss function for this model, we train a discriminator that tries to distinguish whether a users action was taken in response to the compressed image or the original. We evaluate our method through experiments with human participants on four tasks: reading handwritten digits, verifying photos of faces, browsing an online shopping catalogue, and playing a car racing video game. The results show that our method learns to match the users actions with and without compression at lower bitrates than baseline methods, and adapts the compression model to the users behavior: it preserves the digit number and randomizes handwriting style in the digit reading task, preserves hats and eyeglasses while randomizing faces in the photo verification task, preserves the perceived price of an item while randomizing its color and background in the online shopping task, and preserves upcoming bends in the road in the car racing game.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا