National Repository of Grey Literature 10 records found  Search took 0.01 seconds. 
Evaluation of languages for creating intelligent virtual agent behaviors
Vykouk, Ondřej ; Gemrot, Jakub (advisor) ; Bureš, Tomáš (referee)
There are dozens of formalisms specialized programming intelligent virtual agents (IVA). However, there is lack of an evaluation, which would provide the designer of a new agent with an overview of their usability in real-world applications. The goal of this study was evaluation of selected formalisms in order to identify their shortcomings and suggesting improvements. These improvements would allow the designer more accurate control of the IVA's behavior. Evaluation of formalisms was designed based on real-world scenarios and their implementation in different formalisms using the platform Pogamut 3. One of the formalisms is Jason (AgentSpeak language interpreter) and it was connected to that platform as a part of this thesis. During the implementation of the scenarios were identified some problems which make creating the behavior of intelligent virtual agents harder. For these problems was proposed solution in the form of action selection mechanism (ASM) prototype and the basic methodology for designing agents with this ASM. The results of this study could be a starting point for more advanced action selection mechanism, which would allows more precise control of the behavior of intelligent virtual agents. Powered by TCPDF (www.tcpdf.org)
Controlling Virtual People
Gemrot, Jakub ; Brom, Cyril (advisor) ; Dignum, Frank (referee) ; Holeňa, Martin (referee)
Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...
Implementation of the SF-HRP action selection mechanism
Farka, František ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
In this thesis, we present our C++ implementation of the State-Full Hierarchical Reactive Planning (SF-HRP) mechanism for action selection for virtual agents. The implementation is connected to 3D virtual environment and provides access to 3rd party software for profiling purposes vie defined interface. A prototype of such a profiler is part of the implementation. The thesis also presents an input format for agent's behavior description and is used within the implementation. Both the implementation and input format are demonstrated on testing scenarios. The SF-HRP concept is discussed with respect to the difficulty of design of agent's behavior and complexity of the implementation.
Comparing reactive techniques to classical planning for intelligent virtual agents
Černý, Martin ; Gemrot, Jakub (advisor) ; Balyo, Tomáš (referee)
Many contemporary computer games can be described as dynamic real-time simulations inhabited by autonomous intelligent virtual agents (IVAs) where most of the environment structure is immutable and navigating through the environment is one of the most common activities. Though controlling the behaviour of such agents seems perfectly suited for action planning techniques, planning is not widely adopted in existing games. This paper attempts to answer the question whether the current academic planning technology is ready for integration to existing games and under which conditions. The paper compares reactive techniques to classical planning in handling the action selection problem for IVAs in game-like environments. Several existing classical planners that occupied top positions in the International Planning Competition were connected to the virtual environment of Unreal Development Kit via the Pogamut platform. Performance of IVAs employing those planners and IVAs with reactive architecture was measured on a class of game like test environments under different levels of external interference. It was shown that agents employing classical planning outperform reactive agents only if the size of the planning problem is small or if the environment changes are either hostile to the agent or not very frequent.
Controlling Virtual People
Gemrot, Jakub ; Brom, Cyril (advisor) ; Dignum, Frank (referee) ; Holeňa, Martin (referee)
Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...
API implementation for IVA development in Minecraft
Lelič, Jozef ; Bída, Michal (advisor) ; Pilát, Martin (referee)
Minecraft is a 3D computer game enabling players living in a Minecraft block world to create structures, hunt animals, mine materials and virtually change the shape of their surrounding environment all together. However some of the aspects of the game can become repetitive and boring. The goal of this thesis is to create a framework enabling the player to develop intelligent virtual agents (or bots) that will help the player with the repetitive tasks (such as mining or building). The framework should be easy to use and should allow for extensions. Part of the thesis is to create a set of example agents solving basic tasks in the game. Powered by TCPDF (www.tcpdf.org)
Evaluation of languages for creating intelligent virtual agent behaviors
Vykouk, Ondřej ; Gemrot, Jakub (advisor) ; Bureš, Tomáš (referee)
There are dozens of formalisms specialized programming intelligent virtual agents (IVA). However, there is lack of an evaluation, which would provide the designer of a new agent with an overview of their usability in real-world applications. The goal of this study was evaluation of selected formalisms in order to identify their shortcomings and suggesting improvements. These improvements would allow the designer more accurate control of the IVA's behavior. Evaluation of formalisms was designed based on real-world scenarios and their implementation in different formalisms using the platform Pogamut 3. One of the formalisms is Jason (AgentSpeak language interpreter) and it was connected to that platform as a part of this thesis. During the implementation of the scenarios were identified some problems which make creating the behavior of intelligent virtual agents harder. For these problems was proposed solution in the form of action selection mechanism (ASM) prototype and the basic methodology for designing agents with this ASM. The results of this study could be a starting point for more advanced action selection mechanism, which would allows more precise control of the behavior of intelligent virtual agents. Powered by TCPDF (www.tcpdf.org)
Items and actions in 3D virtual environment Emohawkville
Holaň, David ; Gemrot, Jakub (advisor) ; Pešková, Klára (referee)
Development of intelligent virtual agents is a complex task. One of the im- portant sub-tasks is creation of behaviors. It is highly desirable to test behaviors of intelligent virtual agents in an actual virtual world, not in a simplified sub- stitute. Over the past several years the Pogamut platform has been developed, which allows intelligent virtual agent behaviors to be tested in several gaming worlds, but none combines complexity, dynamicity and extensibility. It was de- cided to fill the gap by creating the EmohawkVille virtual world. EmohawkVille is a first-person virtual world in a day-to-day life setting. The purpose of this thesis is to explain why is EmohawkVille needed and to document features, de- sign and development of EmohawkVille and its Pogamut module. The thesis also presents results of a case study that confirms the EmohawkVille's suitability for experiments concerning intelligent virtual agent behaviors.
Implementation of the SF-HRP action selection mechanism
Farka, František ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
In this thesis, we present our C++ implementation of the State-Full Hierarchical Reactive Planning (SF-HRP) mechanism for action selection for virtual agents. The implementation is connected to 3D virtual environment and provides access to 3rd party software for profiling purposes vie defined interface. A prototype of such a profiler is part of the implementation. The thesis also presents an input format for agent's behavior description and is used within the implementation. Both the implementation and input format are demonstrated on testing scenarios. The SF-HRP concept is discussed with respect to the difficulty of design of agent's behavior and complexity of the implementation.
Comparing reactive techniques to classical planning for intelligent virtual agents
Černý, Martin ; Gemrot, Jakub (advisor) ; Balyo, Tomáš (referee)
Many contemporary computer games can be described as dynamic real-time simulations inhabited by autonomous intelligent virtual agents (IVAs) where most of the environment structure is immutable and navigating through the environment is one of the most common activities. Though controlling the behaviour of such agents seems perfectly suited for action planning techniques, planning is not widely adopted in existing games. This paper attempts to answer the question whether the current academic planning technology is ready for integration to existing games and under which conditions. The paper compares reactive techniques to classical planning in handling the action selection problem for IVAs in game-like environments. Several existing classical planners that occupied top positions in the International Planning Competition were connected to the virtual environment of Unreal Development Kit via the Pogamut platform. Performance of IVAs employing those planners and IVAs with reactive architecture was measured on a class of game like test environments under different levels of external interference. It was shown that agents employing classical planning outperform reactive agents only if the size of the planning problem is small or if the environment changes are either hostile to the agent or not very frequent.

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