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Comparing different control approaches to implement a human-like virtual player in the mirror game

机译:比较不同的控制方法在镜像中实现人类虚拟播放器

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In this work we attempt to create a human-like virtual player able to play the mirror game with a human player in real time. A control architecture is developed in order to drive such virtual player to lead or track a human player during the game while maintaining a certain degree of similarity to its individual signature. The virtual player is able to exhibit diverse kinematic characteristics by integrating the relevant intrinsic dynamics. Two alternative control strategies are presented here to implement its cognitive architecture, namely PD control and a receding horizon optimal control strategy. To validate and compare the performance of these control strategies, we establish a benchmark based on experimental data collected from two human players so as to evaluate the human-like performance of the virtual player when playing together with a human. Experimental validation is provided showing the advantages and disadvantages of using different control strategies and models to drive the virtual player.
机译:在这项工作中,我们试图创建一个人类的虚拟播放器,能够实时地与人类播放器一起玩镜面游戏。开发了一种控制架构,以便在游戏期间驱动这样的虚拟播放器来领导或跟踪人类播放器,同时保持与其各个签名的一定程度的相似性。虚拟播放器能够通过整合相关的内在动态来表现出不同的运动特征。这里介绍了两个替代控制策略来实现其认知架构,即PD控制和后退地平线最佳控制策略。为了验证和比较这些控制策略的性能,我们基于从两个人类玩家收集的实验数据建立基准,以便在与人类一起使用时评估虚拟投手的人类性能。提供了实验验证,显示了使用不同的控制策略和模型来驱动虚拟播放器的优缺点。

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