By Ahmed Y. Tawfik, Scott D. Goodwin
This ebook constitutes the refereed lawsuits of the seventeenth convention of the Canadian Society for Computational experiences of Intelligence, Canadian AI 2004, held in London, Ontario, Canada in may well 2004. The 29 revised complete papers and 22 revised brief papers have been rigorously reviewed and chosen from one zero five submissions. those papers are awarded including the prolonged abstracts of 14 contributions to the graduate scholars' music. the whole papers are prepared in topical sections on brokers, common language processing, studying, constraint delight and seek, wisdom illustration and reasoning, uncertainty, and neural networks.
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These methods often have a large number of parameters that must be tuned through trial and error, or even using other search methods. For certain problems, these methods turn out to be extremely effective strategies, although in practice it is usually necessary to add as much domain-specific information as possible to make the algorithm effective. 1 Pathfinding in Video Games We are interested in the A* algorithm in large part because it is commonly used in video games to control the movements of characters.
8). Even with the additional attention required by the more dense environments, the blending control system required less attention from the operator, which contributes to a lower cognitive load. 28 R. Wegner and J. Anderson Fig. 7. Comparison of number of victims identified in teleoperated, autonomous, and blending experiments in environments where 20% was covered in obstacles. All results are averages over 5 trials. Fig. 8. Average (n=5) ratio of operator interactions (teleoperated/blended teleautonomous in environments with 5, 10, 15, and 20% obstacle coverage.
If the agent surpasses the threshold, then it is identified as confused. The system is extendible since new intervention events can be coded as additional intervention event objects. 4 Evaluation In order to examine the performance of this approach, we placed agents in a controlled simulated USAR environment implemented using the Player/Stage simulation tool . Player/Stage was chosen because it is widely used and allows development of code that operates directly on Pioneer robots. Each robot was a Pioneer II equipped with a differential drive, a SICK laser range scanner and a video (CCD) camera with a wide angle lens.
Advances in Artificial Intelligence: 17th Conference of the Canadian Society for Computational Studies of Intelligence, Canadian AI 2004, London, Ontario, by Ahmed Y. Tawfik, Scott D. Goodwin