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A Study of Episodic Memory-Based Learning and Narrative Structure for Autobiographic Agents

机译:基于情节记忆的学习与自传性叙事结构研究

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In this study we develop and compare the performance of different agent control architectures based on learning through episodic memory for the design of Non-Player Characters (NPCs) in computer games. We focus on the Categorised Long-term Autobiographic Memory (CLTM) architecture, utilising abstracted notions of human autobiographic memory and narrative structure humans apply to their life stories. We also investigate the influence of remembering negative experience on agents' adaptivity. A large and dynamic virtual environment is created to examine different agent control architectures in an Artificial Life and bottom-up fashion. Agents' lifespan is measured in the experiments. Results show that CLTM architecture including remembering negative events can significantly improve the performance of a single autonomous agent surviving in the dynamic environment.
机译:在这项研究中,我们在计算机游戏中通过集团设计的基于学习的基于学习的不同代理控制架构的性能进行开发和比较概述计算机游戏中的非玩家字符(NPC)的设计。我们专注于分类的长期自传记忆(CLTM)架构,利用人类自传记忆和叙事结构人类的抽象概念适用于他们的生活故事。我们还调查记忆负面体验对代理的适应性的影响。创建了一个大型和动态的虚拟环境,以检查人工生命和自下而上的时尚中的不同代理控制架构。在实验中测量代理的寿命。结果表明,CLTM架构包括记忆的负面事件可以显着提高动态环境中幸存的单一自主剂的性能。

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