Designing Behavioural Artificial Intelligence to Record, Assess and Evaluate Human Behaviour

IF 2.4 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
H. Hildmann
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引用次数: 1

Abstract

The context of the work presented in this article is the assessment and automated evaluation of human behaviour. To facilitate this, a formalism is presented which is unambiguous as well as such that it can be implemented and interpreted in an automated manner. In the greater scheme of things, comparable behaviour evaluation requires comparable assessment scenarios and, to this end, computer games are considered as controllable and abstract environments. Within this context, a model for behavioural AI is presented which was designed around the objectives of: (a) being able to play rationally; (b) adhering to formally stated behaviour preferences; and (c) ensuring that very specific circumstances can be forced to arise within a game. The presented work is based on established models from the field of behavioural psychology, formal logic as well as approaches from game theory and related fields. The suggested model for behavioural AI has been used to implement and test a game, as well as AI players that exhibit specific behavioural preferences. The overall aim of this article is to enable the readers to design their own AI implementation, using the formalisms and models they prefer and to a level of complexity they desire.
设计行为人工智能来记录、评估和评估人类行为
本文介绍的工作背景是人类行为的评估和自动评估。为了促进这一点,提出了一种形式主义,它是明确的,并且可以以自动化的方式实现和解释。从更大的角度来看,可比行为评估需要可比的评估场景,为此,电脑游戏被视为可控和抽象的环境。在此背景下,行为AI模型是围绕以下目标而设计的:(a)能够理性地玩游戏;(b)遵守正式声明的行为偏好;(c)确保在游戏中出现非常特殊的情况。所提出的工作是基于行为心理学领域的既定模型,形式逻辑以及博弈论和相关领域的方法。行为AI的建议模型已被用于执行和测试游戏,以及表现出特定行为偏好的AI玩家。本文的总体目标是使读者能够使用他们喜欢的形式和模型以及他们想要的复杂程度来设计他们自己的AI实现。
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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来源期刊
Multimodal Technologies and Interaction
Multimodal Technologies and Interaction Computer Science-Computer Science Applications
CiteScore
4.90
自引率
8.00%
发文量
94
审稿时长
4 weeks
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