ITCS8110 assignment 3
General area: artificial agents
How can we build artificial agent brains and specifications which are portable across applications (for example, games agents and mobile robots)?
Traditionally, AI agents for games “cheat” a great deal, by using information which is not available to the human players, or would not be realistically available in real life. This has generally been good enough, but recently, the shortcomings in game AI in commercial games have been all too obvious. Models from cognitive science and and mobile robotics potentially have a great deal to contribute to building more realistic game agents.
Papers
- Anderson, J. R., Bothell, D., Byrne, M. D., Douglass, S., Lebiere, C., & Qin, Y . (2004). An integrated theory of the mind. Psychological Review 111, (4). 1036-1060
- Bugajska, M.D.; Schultz, A.C.; Trafton, J.G.; Taylor, M.; Mintz, F.E., “A hybrid cognitive-reactive multi-agent controller,” Intelligent Robots and System, 2002. IEEE/RSJ International Conference on , vol.3, no., pp. 2807-2812 vol.3, 2002
- John E. Laird, Paul S. Rosenbloom, The Evolution of the SOAR Cognitive Architecture
- Rodney Brooks, Elephants Don’t Play Chess
- Maja J Matarić, “Behavior-Based Robotics as a Tool for Synthesis of Artificial Behavior and Analysis of Natural Behavior”, Trends in Cognitive Science, 2(3), Mar 1998, 82-87. [PS.GZ]
- Côté, C., Brosseau, Y., Létourneau, D., Raïevsky, C., Michaud, F., “Robotic Software Integration Using MARIE“, International Journal of Advanced Robotic Systems – Special Issue on Software Development and Integration in Robotics. Vol.3, No.1, 55-60.
- C Fairclough, M Fagan, B Mac Namee, P Cunningham – Proceedings of the Twelfth Irish Conference on Artificial Intelligence, Research Directions for AI in Computer Games
Some Other Papers/links (added after assignment):
- Luke McDowell, Oren Etzioni, and Alon Halevy, “The Specification of Agent Behavior by Ordinary
People: A Case Study” - SimBionic