First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System
We present a multiplayer first-person shooter (FPS) game with advanced intelligent non-playable characters (NPC) under computer control. The game is specially adapted for playing in VR headset so the simulator sickness symptoms are significantly reduced.
The demo allows users to play with the other human and NPC players in a shooter game made in Unreal Engine 4. User can verify his/her game skills versus evolving human-like NPCs with a level adjusting model. The humanness of NPC was verified with Alan Turing game test beating 52\% record from BotPrize'12 competition.
Efficient regulation of internal homeostasis and defending it against perturbations requires adaptive behavioral strategies. However, the computational principles mediating the interaction between homeostatic and associative learning processes remain undefined. Here we use a definition of primary rewards, as outcomes fulfilling physiological needs, to build a normative theory showing how learning motivated behaviors may be modulated by internal states. Within this framework, we mathematically prove that seeking rewards is equivalent to the fundamental objective of physiological stability, defining the notion of physiological rationality of behavior. We further suggest a formal basis for temporal discounting of rewards by showing that discounting motivates animals to follow the shortest path in the space of physiological variables toward the desired setpoint. We also explain how animals learn to act predictively to preclude prospective homeostatic challenges, and several other behavioral patterns. Finally, we suggest a computational role for interaction between hypothalamus and the brain reward system.
Humans often change their beliefs or behavior due to the behavior or opinions of others. This study explored, with the use of human event-related potentials (ERPs), whether social conformity is based on a general performance-monitoring mechanism. We tested the hypothesis that conflicts with a normative group opinion evoke a feedback-related negativity (FRN) often associated with performance monitoring and subsequent adjustment of behavior. The experimental results show that individual judgments of facial attractiveness were adjusted in line with a normative group opinion. A mismatch between individual and group opinions triggered a frontocentral negative deflection with the maximum at 200 ms, similar to FRN. Overall, a conflict with a normative group opinion triggered a cascade of neuronal responses: from an earlier FRN response reflecting a conflict with the normative opinion to a later ERP component (peaking at 380 ms) reflecting a conforming behavioral adjustment. These results add to the growing literature on neuronal mechanisms of social influence by disentangling the conflict-monitoring signal in response to the perceived violation of social norms and the neural signal of a conforming behavioral adjustment.
Humans can adapt their behavior by learning from the consequences of their own actions or by observing others. Gradual active learning of action-outcome contingencies is accompanied by a shift from feedback- to response-based performance monitoring. This shift is reflected by complementary learning-related changes of two ACC-driven ERP components, the feedback-related negativity (FRN) and the error-related negativity (ERN), which have both been suggested to signal events "worse than expected," that is, a negative prediction error. Although recent research has identified comparable components for observed behavior and outcomes (observational ERN and FRN), it is as yet unknown, whether these components are similarly modulated by prediction errors and thus also reflect behavioral adaptation. In this study, two groups of 15 participants learned action-outcome contingencies either actively or by observation. In active learners, FRN amplitude for negative feedback decreased and ERN amplitude in response to erroneous actions increased with learning, whereas observational ERN and FRN in observational learners did not exhibit learning-related changes. Learning performance, assessed in test trials without feedback, was comparable between groups, as was the ERN following actively performed errors during test trials. In summary, the results show that action-outcome associations can be learned similarly well actively and by observation. The mechanisms involved appear to differ, with the FRN in active learning reflecting the integration of information about own actions and the accompanying outcomes.
In the early 1990s, a small group of individuals recognized how virtual reality (VR) could transform medicine by immersing physicians, students and patients in data more completely. Technical obstacles delayed progress but VR is now enjoying a renaissance, with breakthrough applications available for healthcare.
This book presents papers from the Medicine Meets Virtual Reality 22 conference, held in Los Angeles, California, USA, in April 2016. Engineers, physicians, scientists, educators, students, industry, military, and futurists participated in its creative mix of unorthodox thinking and validated investigation. The topics covered include medical simulation and modeling, imaging and visualization, robotics, haptics, sensors, physical and mental rehabilitation tools, and more.
Providing an overview of the state-of-the-art, this book will interest all those involved in medical VR and in innovative healthcare, generally.
The paper sets forth a new way of considering impressionism under the frame of cognitonics. It is a new scientific discipline aimed at compensating the negative shifts in the cognitive-emotional development of personality and society caused by stormy progress of information and communication technologies (ICT) and globalization processes An original algorithm of transforming the negative emotions (caused by the messages received from social networks) into the positive ones is proposed. This algorithm considers the possible reactions of a human (including the recommended reactions) to the emotional attacks via social networks. A new look at impressionism underpins this algorithm. The algorithm is a part of an original interdisciplinary course “Foundations of secure living in information society”.
Human communication is basically the exchange of information. How can this be realized? Each communicant proceeds from a subjective perception of an objective reality; however in order to exchange information relating to this reality communicants are obliged to coordinate their perceptions. Each of us entertains personal experiences based on individual impressions and associations. But communication presupposes the presence of a common experience and the possibility of the coordination of subjective perceptions. It is presumed that communicants share common experiences: this seems to be the natural premise of communication.
How is this possible? How can I be certain, for example, that my interlocutor understands the words in the same way I do? How can we correlate our understanding? It seems obvious that the necessary condition of communication is an agreement between the communicants. But how can this agreement be reached? Where is the initial point of the coordination of individual experience of different persons?
The present book deals with this and related questions. Special attention is given to the role of deixis in the process of communication and to the mechanisms of linguistic comprehension.