{"title":"Learning Behaviors of and Interactions Among Objects Through Spatio–Temporal Reasoning","authors":"M. Ersen, Sanem Sariel","doi":"10.1109/TCIAIG.2014.2329770","DOIUrl":null,"url":null,"abstract":"In this paper, we introduce an automated reasoning system for learning object behaviors and interactions through the observation of event sequences. We use an existing system to learn the models of objects and further extend it to model more complex behaviors. Furthermore, we propose a spatio-temporal reasoning based learning method for reasoning about interactions among objects. Experience gained through learning is to be used for achieving goals by these objects. We take The Incredible Machine game (TIM) as the main testbed to analyze our system. Tutorials of the game are used to train the system. We analyze the results of our reasoning system on four different input types: a knowledge base of relations; spatial information; temporal information; and spatio-temporal information from the environment. Our analysis reveals that if a knowledge base about relations is provided, most of the interactions can be learned. We have also demonstrated that our learning method which incorporates both spatial and temporal information gives close results to that of the knowledge-based approach. This is promising as gathering spatio-temporal information does not require prior knowledge about relations. Our second analysis of the spatio-temporal reasoning method in the Electric Box computer game domain verifies the success of our approach.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":"7 1","pages":"75-87"},"PeriodicalIF":0.0000,"publicationDate":"2015-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2014.2329770","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Computational Intelligence and AI in Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TCIAIG.2014.2329770","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 9
Abstract
In this paper, we introduce an automated reasoning system for learning object behaviors and interactions through the observation of event sequences. We use an existing system to learn the models of objects and further extend it to model more complex behaviors. Furthermore, we propose a spatio-temporal reasoning based learning method for reasoning about interactions among objects. Experience gained through learning is to be used for achieving goals by these objects. We take The Incredible Machine game (TIM) as the main testbed to analyze our system. Tutorials of the game are used to train the system. We analyze the results of our reasoning system on four different input types: a knowledge base of relations; spatial information; temporal information; and spatio-temporal information from the environment. Our analysis reveals that if a knowledge base about relations is provided, most of the interactions can be learned. We have also demonstrated that our learning method which incorporates both spatial and temporal information gives close results to that of the knowledge-based approach. This is promising as gathering spatio-temporal information does not require prior knowledge about relations. Our second analysis of the spatio-temporal reasoning method in the Electric Box computer game domain verifies the success of our approach.
期刊介绍:
Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.