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An Affective Intelligent System-Northumbria University
1. General description
For this ICA, you need to develop an interactive affective intelligent system in educational, health-care or any other application domains of your choice. You have learned several machine learning approaches for decision making in games and general AI applications. Emotion and personality modelling have also made an intelligent agent interesting and unique. For this ICA, you will require to practise your skills on AI and affective computing on the following aspects.
1.1 The requirement of the interface
An interactive user interface needs to be developed. You may borrow any environment you developed previously as the basic platform for the AI agents to live in. Or you may employ any existing engine (e.g. Slick2D) to plug your AI development in. If you have problems with the development of a sophisticated or an advanced application interface, then a text or console based simple user interface is also acceptable as long as you indeed show a good thinking and development on AI and affective components.
1.2 The requirements of core AI components
1.3 Extra AI features to enhance your development
1.4 Approaches to choose from for your implementation
You should choose at least one machine learning method among the above mentioned several potential approaches (including rule-based inference, fuzzy logic, decision tree learning, naive Bayes classifier and neural networks) combined with other basic AI feature development such as a simple behaviour tree and a simple emotion and personality modelling for a passing level development. E.g. if you have developed a basic rule-based expert system with a simple emotion and personality modelling for a basic product development, you may expect a passing score.
2. Assessment allocation
Report (40%): The report length will be approximately 2000 words. You need to mention the background research carried out, core features of your own development (design and implementation), evaluation, conclusion and future work. Citations and references should be used and presented properly.
Product (60%): A software product should be bug free and able to be demonstrated in a suitable University lab. Video demos are also required to be included in your submission to illustrate your system’s best AI-related performances. You may implement the ICA using any programming language of your choice.
3. Marking criteria
3.1 The individual report (40%)
The individual report will be marked based on the following components:
40 – 49%
50 – 59%
60 – 69%
70 – 79%
80%+
Report
(40%)
· No critical analysis of relevant work or it is poorly presented
· Points raised about approach taken and implementation are confusing and very limited
· There is very little evidence of testing, and most problems identified are left outstanding
· Poor originality
· Limited discussion on relevant work but it is well presented
· Discussion on approach taken and implementation stages is reasonable but limited
· Limited evidence of testing, and testing appears to be more about proving things work than finding what causes it to fail
· Limited originality
· Reasonable level of discussion on relevant work and it is well presented
· Discussion on approach taken and implementation stages is sufficient and clear
· Some evidence of testing and some discussion on identified problems
· Some originality
· Good sufficient critical analysis of relevant work and it is well presented
· Good and sufficient discussion on approach taken and implementation stages
· Good evidence of testing including using normal testing strategies and third party testing, and potential solutions for identified problems are provided
· Good originality
· Excellent knowledge and critical analysis on relevant work
· Excellent, clear and concise discussion of approach taken and implementation stages
· Excellent evidence of testing including using various testing strategies and third party testing, and potential solutions for identified problems are provided and well discussed
· Excellent originality
3.2 The product (60%)
40 – 49
50 – 59
60 – 69
70 – 79
80+
Examples :
List of previous assignment ideas:
Disaster and rescue simulation based on injury assessment
A wool cutting game demo with an ally NPC, sheep NPCs and wolf NPCs
Zombie attack (good team AI)
A rule-based system to identify types of animals (e.g. a bird or a fish)
A pirate and rescue game demo with teammate NPC ships and pirate ships
A martial arts fighting game demo (an AI player vs a human player)
Spam email detection
Emotion detection from twitter messages
Football match results prediction
Bioinformatics applications (e.g. diabetes, flu, heart or other disease detection)
Face recognition
Facial emotion recognition (for 6 basic emotions)
Gesture recognition (e.g. command or emotional gestures)
Object recognition
Characters and digits recognition
Behaviour pattern prediction in games
Tennis match winning/losing prediction
Death round with one human player and two AI players
Snippet from Proposed Solution
1.0. Introduction
An abstract argumentation system is a general argument system that involves an exchange of argument between two entities (Yuan, 2004). This work aims to develop an abstract argumentation game using graphs, the game developed will enable agent-agent, human-human and human-agent interaction. The game is interesting, but the general idea is for the concept to be utilised in other games or reasoning systems.
1.1. Aim and Objectives
1.1.1. Aim
The aim of the project is to develop an abstract argumentative system game
1.1.2. Objectives
Objective 1: To develop a graphical style game that can incorporate both human players as well as computer agents
Objective 2: To develop a variety of computer-based/intelligent agent capable of making an informed decision
Objective 3: To develop intelligent agents that can find a suitable path to win the game while learning from its environments
Objective 4: To develop a simple to use a graphical interface to play the game
1.2. Scope
This game is limited to only 5 agents which include: random agent, probability agent, stupid probability agent, Q-learning agent and fixed agent as well as human player.
1.3. Report Structure
The report structure is provided below:
Some Snapshot
Last updated: Mar 13, 2020 12:21 AM
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