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Inferring dependencies in Embodiment-based modular reinforcement learning
(2005)
The state-spaces needed to describe realistic--physical embodied agents are extremely large, which presents a serious challenge to classical einforcement learning schemes. In previous work--(Jacob et al., 2005a, Jacob et ...
Using temporal information distance to locate sensorimotor experience in a metric space
(2005)
Information distance is used to measure how similar sensorimotor experience is to past experience--within a certain temporal horizon. Applied to groups--of sensors this gives a mathematical metric on sensorimotor experience ...
The degree of potential damage in agonistic contests and its effects on social aggression, territoriality and display evolution
(Institute of Electrical and Electronics Engineers (IEEE), 2005)
The potential for animals to inflict damage on one another whilst competing for indivisible resources is a factor of crucial importance when determining pay-offs to such animals and consequent likelihood of adopting an ...
Navigation in the presence of humans
(Institute of Electrical and Electronics Engineers (IEEE), 2005)
Robot navigation in the presence of humans raises new issues for motion planning and control since the humans safety and comfort must be taken explicitly into account. We claim that a human-aware motion planner must not ...
Autobiographic agents in dynamic virtual environments - performance comparison for different memory control architectures
(Institute of Electrical and Electronics Engineers (IEEE), 2005)
In this paper, we extend our previous work in investigating the performance of different autobiographic memory control architectures which are developed based on a basic subsumption control architecture for Artificial Life ...
Assessing the performance of different behavior selection architectures in a large and complex virtual environment
(Institute of Electrical and Electronics Engineers (IEEE), 2005)
We compare the performance of autonomous agents with three different behavior selection architectures (Static-Threshold, Winner-Takes-All and Voting- Based) in terms of survival in a large and complex dynamic virtual ...