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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以在镜像游戏中实现类人虚拟玩家

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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,我们尝试创建一个类似于人类的虚拟玩家,该虚拟玩家能够与人类玩家实时玩镜像游戏。开发了一种控制体系结构,以驱动这种虚拟玩家在游戏过程中领导或跟踪人类玩家,同时保持与其个人签名的某种程度的相似性。通过整合相关的内在动力,虚拟玩家能够展现出多样化的运动学特征。这里提出了两种替代的控制策略来实现其认知架构,即PD控制和后退最优控制策略。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了一个基准,以便评估虚拟玩家与人类一起玩时的类人性能。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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