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Reactive Planning
In artificial intelligence, reactive planning denotes a group of techniques for action selection by autonomous agents. These techniques differ from classical planning in two aspects. First, they operate in a timely fashion and hence can cope with highly dynamic and unpredictable environments. Second, they compute just one next action in every instant, based on the current context. Reactive planners often (but not always) exploit reactive plans, which are stored structures describing the agent's priorities and behaviour. Although the term ''reactive planning'' goes back to at least 1988, the term "reactive" has now become a pejorative{{says who, date=January 2016 used as an antonym for proactive. Since nearly all agents using reactive planning ''are'' proactive, some researchers have begun referring to reactive planning as dynamic planning. Reactive plan representation There are several ways to represent a reactive plan. All require a basic representational unit and a mea ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Recency
Serial-position effect is the tendency of a person to recall the first and last items in a series best, and the middle items worst. The term was coined by Hermann Ebbinghaus through studies he performed on himself, and refers to the finding that recall accuracy varies as a function of an item's position within a study list. When asked to recall a list of items in any order (free recall), people tend to begin recall with the end of the list, recalling those items best (the recency effect). Among earlier list items, the first few items are recalled more frequently than the middle items (the primacy effect). One suggested reason for the primacy effect is that the initial items presented are most effectively stored in long-term memory because of the greater amount of processing devoted to them. (The first list item can be rehearsed by itself; the second must be rehearsed along with the first, the third along with the first and second, and so on.) The primacy effect is reduced when item ...
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Shortest Path Problem
In graph theory, the shortest path problem is the problem of finding a path between two vertices (or nodes) in a graph such that the sum of the weights of its constituent edges is minimized. The problem of finding the shortest path between two intersections on a road map may be modeled as a special case of the shortest path problem in graphs, where the vertices correspond to intersections and the edges correspond to road segments, each weighted by the length of the segment. Definition The shortest path problem can be defined for graphs whether undirected, directed, or mixed. It is defined here for undirected graphs; for directed graphs the definition of path requires that consecutive vertices be connected by an appropriate directed edge. Two vertices are adjacent when they are both incident to a common edge. A path in an undirected graph is a sequence of vertices P = ( v_1, v_2, \ldots, v_n ) \in V \times V \times \cdots \times V such that v_i is adjacent to v_ for 1 \leq i ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Obstacle Avoidance
In robotics, obstacle avoidance is the task of satisfying some control objective subject to non-intersection or non-collision position constraints. What is critical about obstacle avoidance concept in this area is the growing need of usage of unmanned aerial vehicles in urban areas for especially military applications where it can be very useful in city wars. Normally obstacle avoidance is considered to be distinct from path planning in that one is usually implemented as a reactive control law while the other involves the pre-computation of an obstacle-free path which a controller will then guide a robot along. With recent advanced in the autonomous vehicles sector, a good and dependable obstacle avoidance feature of a driverless platform is also required to have a robust obstacle detection module. Reactive obstacle avoidance is a behavior based control strategy in a robot. It is a task similar to the navigation problem and produces a collision free motion. See also * D* dynamic ...
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Boids
Boids is an artificial life program, developed by Craig Reynolds in 1986, which simulates the flocking behaviour of birds. His paper on this topic was published in 1987 in the proceedings of the ACM SIGGRAPH conference. The name "boid" corresponds to a shortened version of "bird-oid object", which refers to a bird-like object. "Boid" is also a New York Metropolitan dialect pronunciation for "bird." As with most artificial life simulations, Boids is an example of emergent behavior; that is, the complexity of Boids arises from the interaction of individual agents (the boids, in this case) adhering to a set of simple rules. The rules applied in the simplest Boids world are as follows: * separation: steer to avoid crowding local flockmates * alignment: steer towards the average heading of local flockmates * cohesion: steer to move towards the average position (center of mass) of local flockmates More complex rules can be added, such as obstacle avoidance and goal seeking. ...
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Braitenberg Vehicles
A Braitenberg vehicle is a concept conceived in a thought experiment by the Italian-Austrian cyberneticist Valentino Braitenberg. The book models the animal world in a minimalistic and constructive way, from simple reactive behaviours (like phototaxis) through the simplest vehicles, to the formation of concepts, spatial behaviour, and generation of ideas. For the simplest vehicles, the motion of the vehicle is directly controlled by some sensors (for example photo cells). Yet the resulting behaviour may appear complex or even intelligent. Mechanism A Braitenberg vehicle is an agent that can autonomously move around based on its sensor inputs. It has primitive sensors that measure some stimulus at a point, and wheels (each driven by its own motor) that function as actuators or effectors. In the simplest configuration, a sensor is directly connected to an effector, so that a sensed signal immediately produces a movement of the wheel. Depending on how sensors and wheels are conne ...
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Scripting Language
A scripting language or script language is a programming language that is used to manipulate, customize, and automate the facilities of an existing system. Scripting languages are usually interpreted at runtime rather than compiled. A scripting language's primitives are usually elementary tasks or API calls, and the scripting language allows them to be combined into more programs. Environments that can be automated through scripting include application software, text editors, web pages, operating system shells, embedded systems, and computer games. A scripting language can be viewed as a domain-specific language for a particular environment; in the case of scripting an application, it is also known as an extension language. Scripting languages are also sometimes referred to as very high-level programming languages, as they sometimes operate at a high level of abstraction, or as control languages, particularly for job control languages on mainframes. The term ''scripting lan ...
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Rete Algorithm
The Rete algorithm ( , , rarely , ) is a pattern matching algorithm for implementing rule-based systems. The algorithm was developed to efficiently apply many rules or patterns to many objects, or facts, in a knowledge base. It is used to determine which of the system's rules should fire based on its data store, its facts. The Rete algorithm was designed by Charles L. Forgy of Carnegie Mellon University, first published in a working paper in 1974, and later elaborated in his 1979 Ph.D. thesis and a 1982 paper. Overview A naive implementation of an expert system might check each rule against known facts in a knowledge base, firing that rule if necessary, then moving on to the next rule (and looping back to the first rule when finished). For even moderate sized rules and facts knowledge-bases, this naive approach performs far too slowly. The Rete algorithm provides the basis for a more efficient implementation. A Rete-based expert system builds a network of nodes, where each ...
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Artificial Neural Networks
Artificial neural networks (ANNs), usually simply called neural networks (NNs) or neural nets, are computing systems inspired by the biological neural networks that constitute animal brains. An ANN is based on a collection of connected units or nodes called artificial neurons, which loosely model the neurons in a biological brain. Each connection, like the synapses in a biological brain, can transmit a signal to other neurons. An artificial neuron receives signals then processes them and can signal neurons connected to it. The "signal" at a connection is a real number, and the output of each neuron is computed by some non-linear function of the sum of its inputs. The connections are called ''edges''. Neurons and edges typically have a ''weight'' that adjusts as learning proceeds. The weight increases or decreases the strength of the signal at a connection. Neurons may have a threshold such that a signal is sent only if the aggregate signal crosses that threshold. Typically, ...
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Connectionism
Connectionism refers to both an approach in the field of cognitive science that hopes to explain mental phenomena using artificial neural networks (ANN) and to a wide range of techniques and algorithms using ANNs in the context of artificial intelligence to build more intelligent machines. Connectionism presents a cognitive theory based on simultaneously occurring, distributed signal activity via connections that can be represented numerically, where learning occurs by modifying connection strengths based on experience. Some advantages of the connectionist approach include its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Some disadvantages include the difficulty in deciphering how ANNs process information, or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The success of deep ...
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Fuzzy Logic
Fuzzy logic is a form of many-valued logic in which the truth value of variables may be any real number between 0 and 1. It is employed to handle the concept of partial truth, where the truth value may range between completely true and completely false. By contrast, in Boolean logic, the truth values of variables may only be the integer values 0 or 1. The term ''fuzzy logic'' was introduced with the 1965 proposal of fuzzy set theory by Iranian Azerbaijani mathematician Lotfi Zadeh. Fuzzy logic had, however, been studied since the 1920s, as infinite-valued logic—notably by Łukasiewicz and Tarski. Fuzzy logic is based on the observation that people make decisions based on imprecise and non-numerical information. Fuzzy models or sets are mathematical means of representing vagueness and imprecise information (hence the term fuzzy). These models have the capability of recognising, representing, manipulating, interpreting, and using data and information that are vague and lack ...
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