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This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using FightingICE, a fighting game platform for AI development. A middleware called UKI is used to allow the player to control the game by using body motion instead of the keyboard and mouse. During gameplay, the proposed AI analyze health states of the player; it determines its next action by predicting how each candidate action, recommended by a Monte-Carlo tree search algorithm, will induce the player to move, and how the players health tends to be affected. Our result demonstrates successful improvement in balancedness in use of body segments on 4 out of 5 subjects.
Central to the concept of multi-domain operations (MDO) is the utilization of an intelligence, surveillance, and reconnaissance (ISR) network consisting of overlapping systems of remote and autonomous sensors, and human intelligence, distributed amon
A smart city can be seen as a framework, comprised of Information and Communication Technologies (ICT). An intelligent network of connected devices that collect data with their sensors and transmit them using cloud technologies in order to communicat
Although AI holds promise for improving human decision making in societally critical domains, it remains an open question how human-AI teams can reliably outperform AI alone and human alone in challenging prediction tasks (also known as complementary
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Advances in artificial intelligence (AI) will transform modern life by reshaping transportation, health, science, finance, and the military. To adapt public policy, we need to better anticipate these advances. Here we report the results from a large