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A neuronal global workspace for human-like control of a computer game character

机译:一种用于计算机游戏角色的人类控制的神经元全球工作空间

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This paper describes a system that uses a global workspace architecture implemented in spiking neurons to control an avatar within the Unreal Tournament 2004 (UT2004) computer game. This system is designed to display human-like behaviour within UT2004, which provides a good environment for comparing human and embodied AI behaviour without the cost and difficulty of full humanoid robots. Using a biologically-inspired approach, the architecture is loosely based on theories about the high level control circuits in the brain, and it is the first neural implementation of a global workspace that is embodied in a dynamic real time environment. At its current stage of development the system can navigate through UT2004 and shoot opponents. We are currently completing the implementation and testing in preparation for the human-like bot competition at CIG 2011 in September.
机译:本文介绍了一种系统,它使用在尖峰神经元中实现的全球工作空间架构来控制虚幻竞技场2004(UT2004)计算机游戏中的化身。该系统旨在在UT2004内显示类似的人类行为,这提供了良好的环境,用于比较人类和体现的AI行为而没有完整的人形机器人的成本和难度。使用生物学激发的方法,该架构基于大脑中高级控制电路的理论松散,并且是一个全局工作空间的神经实现,其体现在动态实时环境中。在目前的发展阶段,系统可以通过UT2004浏览并射击对手。我们目前正在填写九月2011年CIG的人类机器人竞争的实施和测试。

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