How to teach a fish to swim [virtual fish tank]

Stephen Farrell, P. Maglio, Christopher S. Campbell
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引用次数: 0

Abstract

We have developed a virtual fish tank in which computer users are represented by animated fish. The actions and interactions of the fish in the tank are meant to reflect the actions of users in the real world. Our first attempt at creating a programming environment that allowed people to customize their own fish did not work very well because users did not want to explicitly write programs to control their fish. Maintaining the fish tank metaphor, we attempted to solve this problem by having users teach fish rather than write code. We borrowed ideas from the literature on programming by demonstration and developed a method of programming by conditioning in which users. demonstrate behaviors and also reward (or feed) fish that are behaving appropriately. Rewards give users the ability to define highlevel behaviors (sets of specific movements) and complex relationships between situations and responses.
如何教鱼游泳【虚拟鱼缸】
我们开发了一个虚拟鱼缸,在这个鱼缸里,电脑用户由动画鱼来代表。鱼缸里的鱼的行为和互动是为了反映现实世界中用户的行为。我们第一次尝试创建一个允许人们定制自己的鱼的编程环境,但效果不太好,因为用户不想明确地编写程序来控制他们的鱼。为了维持鱼缸的比喻,我们试图通过让用户教鱼而不是写代码来解决这个问题。我们从通过演示编程的文献中借鉴了一些想法,并开发了一种通过用户条件反射的编程方法。展示行为并奖励(或喂食)行为适当的鱼。奖励让用户能够定义高级行为(一系列特定动作)以及情境和反应之间的复杂关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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