Posts in 2000
Dragons, Bats & Evil Knights: A Three-Layer Design Approach to Character Based Creative Play

Joanna Bryson and Kris Thórisson. Final version appeared in Virtual Reality, 5(2):57-71, a special issue on Intelligent Virtual Agents edited by Daniel Ballin, 2000.

Article concerns the design of constructive narratives. Describes SoL (a hybrid architecture composed of Edmund and Ymir), a slightly modified form of BOD to support SoL, and our experiences developing AI for constructive narratives at LEGO. Draft version from 18 Dec. 2000.

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Modularity and Specialized Learning: Mapping Between Agent Architectures and Brain Organization (pdf)

Joanna Bryson and Lynn Andrea Stein (postscript version), from the proceedings of EmerNet2000 (Emerging computational neural network architectures based on neuroscience). Final version is © Springer-Verlag.

Discusses the relationship between agent architectures and neuroscience, and proposes a model for an agent capable of developing its own behavior / skill modules as well as learning new patterns of behavior. Target audience is neuroscientists and computer scientists interested in expanding neural networks to exploit modularity and specialized learning. Updated 3 December 2000.

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2000ScienceSites
Modularity and Specialized Learning in the Organization of Behavior (pdf)

Joanna Bryson and Lynn Andrea Stein (postscript), presented at NCPW6 in September 2000, in the proceedings. Final version is © Springer-Verlag.

Summary: This chapter is similar to the EMERNET one just above, but shorter (10 vs 15 pages) and focuses on my BOD systems rather than agent architectures in general. Targeted for psychologists and cognitive scientists who use neural networks to model human behavior. Updated 30 October 2000.

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2000ScienceSites
Architectures and Idioms: Making Progress in Agent Design (pdf)

Joanna Bryson and Lynn Andrea Stein (postscript), presented at ATAL 2000, now a book chapter, the final version is © Springer-Verlag, 2000.

Summary: discusses the importance of methodology and the utility of alternative architectures — among other contributions, it distinguishes between these. Also gives a good one-page summary of what reactive planning really is. We suggest that the most useful thing to do with a new architecture is to identify its contributions and then express them in terms of one or more main-stream architectures. An extended example is made of an idiom we call a Basic Reactive Plan, taken from my architecture, Edmund, among other places. Updated 29 October 2000.

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Agent Development Tools

Joanna Bryson, Keith Decker, Scott DeLoach, Michael Huhns and Michael Wooldridge, also at ATAL, 2000.

This is a synopsis of a panel discussion, with a fine two-page rant from me I still stand by. There’s a free version on Scott DeLoach’s publications page.

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2000ScienceSites
Hierarchy and Sequence vs. Full Parallelism in Reactive Action Selection Architectures (postscript)

Joanna Bryson, in The Sixth International Conference on the Simulation of Adaptive Behavior (SAB2000) (Note: there’s a pdf version with an extra blank page.)

Summary: demonstrates that hierarchy does not necessarily lead to a reduction of performance, even in highly dynamic environments. An illustration (with statistical evaluation) of the importance of clean design approaches to creating good AI systems. A shorter, less clear version of this paper appeared in Intelligent Virtual Agents 2, 1999. Final version; published in August 2000.

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The Study of Sequential and Hierarchical Organisation of Behaviour via Artificial Mechanisms of Action Selection (pdf)

Joanna Joy Bryson, MPhil Dissertation: University of Edinburgh, Faculty of Social Sciences (Department of Psychology), 2000.

That is the 173-page 11-point 1.5-spaced PDF version, with a little source code my examiners asked for. There’s also a 94-page 10-point single-spaced compressed postscript version with no source code. Complete source code is available at the bottom of this page. Summary: gives evidence for the need for structured control from three sources: the history of AI agent architectures, my experiments in two domains (robotics and artificial life), and a review of the neurological / behavioral literature. Also discusses the dialect differences between Psychology and AI, and AI as a research tool for Psychology. Final corrections, January 2000.

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