In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institution... more In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry and government, integrated their research in a single robot named GRACE. This paper describes this first year effort by the GRACE team, and describes not only the various techniques each participant brought to GRACE, but also the difficult integration effort itself.
We argue that the analysis of agent/environment interactions should be extended to include the co... more We argue that the analysis of agent/environment interactions should be extended to include the conventions and invariants maintained by agents throughout their activity. We refer to this thicker notion of environment as a lifeworld and present a partial set of formal tools for describing structures of lifeworlds and the ways in which they computationally simplify activity. As one specific example, we apply the tools to the analysis of the Toast system and show how versions of the system with very different control structures in fact implement a common control structure together with different conventions for encoding task state in the positions or states of objects in the environment.
In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institution... more In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry and government, integrated their research on a pair of robots named GRACE and GEORGE. This paper describes the second year effort by the GRACE team, the various techniques each participant brought to GRACE, and the integration effort itself.
The Association for the Advancement of Artificial Intelligence (AAAI) was pleased to present the ... more The Association for the Advancement of Artificial Intelligence (AAAI) was pleased to present the AAAI 2008 Spring Symposium Series, held Wednesday through Friday, March 26–28, 2008 at Stanford University, California. The titles of the eight symposia were as follows: (1) AI Meets Business Rules and Process Management, (2) Architectures for Intelligent Theory-Based Agents, (3) Creative Intelligent Systems, (4) Emotion, Personality, and Social Behavior, (5) Semantic Scientific Knowledge Integration, (6) Social Information Processing, (7) Symbiotic Relationships between Semantic Web and Knowledge Engineering, (8) Using AI to Motivate Greater Participation in Computer Science The goal of the AI Meets Business Rules and Process Management AAAI symposium was to investigate the various approaches and standards to represent business rules, business process management and the semantic web with respect to expressiveness and reasoning capabilities. The focus of the Architectures for Intelligent...
The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment... more The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.
... Aaron Khoo and Ian Douglas Horswill ... implemented multi-robot systems almost always use beh... more ... Aaron Khoo and Ian Douglas Horswill ... implemented multi-robot systems almost always use behavior-based ar-chitectures (Goldberg and Mataric 98, Arkin and Balch 99, Parker 98) and/or shared, centrally world models created using an overhead camera (Stone and Veloso ...
Computer game character design and robotics share many of the same goals and computational constr... more Computer game character design and robotics share many of the same goals and computational constraints. Both attempt to create intelligent artifacts that respond realistically to their environments, in real time, using limited computation resources. Unfortunately, none of the current AI architectures is entirely satisfactory for either field. We discuss some of the issues in believability and computational complexity that are common to both fields, and the types of architectures that have been used in the robotics world to cope with these problems. Then we present a new class of architectures, called role passing architectures which combine the ability to perform high level inference with real-time performance.
Proceedings of the First International Conference on Autonomous Agents, Feb 8, 1997
Real-time control of attention and behavior in a logical framework Ian Horswill The Institute for... more Real-time control of attention and behavior in a logical framework Ian Horswill The Institute for the Learning Sciences Northwestern University Evanston, IL 60201 ian@ils.nwu.edu Abstract We describe a uniform technique for representing both sensory data and the attentional ...
In this paper I will describe Polly, a low cost visionbased robot that gives primitive tours. The... more In this paper I will describe Polly, a low cost visionbased robot that gives primitive tours. The system is very simple, robust and efficient, and runs on a hardware platform which could be duplicated for less than $lOK US. The system was built to explore how knowledge about the structure the environment can be used in a principled way to simplify both visual and motor processing. I will argue that very simple and efficient visual mechanisms can often be used to solve real problems in real (unmodified) environments in a principled manner. I will give an overview of the robot, discuss the properties of its environment, show how they can be used to simplify the design of the system, and discuss what lessons can drawn for the design of other systems.r
Abstract Humans are interesting combinations of mammalian drives such as feeding, child rearing, ... more Abstract Humans are interesting combinations of mammalian drives such as feeding, child rearing, and group affiliation, with high level cognitive capabilities such as language and planning. In this position paper, I argue that the attachment behavior system is an ...
In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institution... more In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry and government, integrated their research in a single robot named GRACE. This paper describes this first year effort by the GRACE team, and describes not only the various techniques each participant brought to GRACE, but also the difficult integration effort itself.
We argue that the analysis of agent/environment interactions should be extended to include the co... more We argue that the analysis of agent/environment interactions should be extended to include the conventions and invariants maintained by agents throughout their activity. We refer to this thicker notion of environment as a lifeworld and present a partial set of formal tools for describing structures of lifeworlds and the ways in which they computationally simplify activity. As one specific example, we apply the tools to the analysis of the Toast system and show how versions of the system with very different control structures in fact implement a common control structure together with different conventions for encoding task state in the positions or states of objects in the environment.
In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institution... more In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry and government, integrated their research on a pair of robots named GRACE and GEORGE. This paper describes the second year effort by the GRACE team, the various techniques each participant brought to GRACE, and the integration effort itself.
The Association for the Advancement of Artificial Intelligence (AAAI) was pleased to present the ... more The Association for the Advancement of Artificial Intelligence (AAAI) was pleased to present the AAAI 2008 Spring Symposium Series, held Wednesday through Friday, March 26–28, 2008 at Stanford University, California. The titles of the eight symposia were as follows: (1) AI Meets Business Rules and Process Management, (2) Architectures for Intelligent Theory-Based Agents, (3) Creative Intelligent Systems, (4) Emotion, Personality, and Social Behavior, (5) Semantic Scientific Knowledge Integration, (6) Social Information Processing, (7) Symbiotic Relationships between Semantic Web and Knowledge Engineering, (8) Using AI to Motivate Greater Participation in Computer Science The goal of the AI Meets Business Rules and Process Management AAAI symposium was to investigate the various approaches and standards to represent business rules, business process management and the semantic web with respect to expressiveness and reasoning capabilities. The focus of the Architectures for Intelligent...
The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment... more The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.
... Aaron Khoo and Ian Douglas Horswill ... implemented multi-robot systems almost always use beh... more ... Aaron Khoo and Ian Douglas Horswill ... implemented multi-robot systems almost always use behavior-based ar-chitectures (Goldberg and Mataric 98, Arkin and Balch 99, Parker 98) and/or shared, centrally world models created using an overhead camera (Stone and Veloso ...
Computer game character design and robotics share many of the same goals and computational constr... more Computer game character design and robotics share many of the same goals and computational constraints. Both attempt to create intelligent artifacts that respond realistically to their environments, in real time, using limited computation resources. Unfortunately, none of the current AI architectures is entirely satisfactory for either field. We discuss some of the issues in believability and computational complexity that are common to both fields, and the types of architectures that have been used in the robotics world to cope with these problems. Then we present a new class of architectures, called role passing architectures which combine the ability to perform high level inference with real-time performance.
Proceedings of the First International Conference on Autonomous Agents, Feb 8, 1997
Real-time control of attention and behavior in a logical framework Ian Horswill The Institute for... more Real-time control of attention and behavior in a logical framework Ian Horswill The Institute for the Learning Sciences Northwestern University Evanston, IL 60201 ian@ils.nwu.edu Abstract We describe a uniform technique for representing both sensory data and the attentional ...
In this paper I will describe Polly, a low cost visionbased robot that gives primitive tours. The... more In this paper I will describe Polly, a low cost visionbased robot that gives primitive tours. The system is very simple, robust and efficient, and runs on a hardware platform which could be duplicated for less than $lOK US. The system was built to explore how knowledge about the structure the environment can be used in a principled way to simplify both visual and motor processing. I will argue that very simple and efficient visual mechanisms can often be used to solve real problems in real (unmodified) environments in a principled manner. I will give an overview of the robot, discuss the properties of its environment, show how they can be used to simplify the design of the system, and discuss what lessons can drawn for the design of other systems.r
Abstract Humans are interesting combinations of mammalian drives such as feeding, child rearing, ... more Abstract Humans are interesting combinations of mammalian drives such as feeding, child rearing, and group affiliation, with high level cognitive capabilities such as language and planning. In this position paper, I argue that the attachment behavior system is an ...
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