Continuous categories for a mobile robot
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Abstracting from Robot Sensor Data using Hidden Markov Models
ICML '99 Proceedings of the Sixteenth International Conference on Machine Learning
A Method for Clustering the Experiences of a Mobile Robot that Accords with Human Judgments
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Emotion and sociable humanoid robots
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Emotional Agents for Interactive Environments
C5 '06 Proceedings of the Fourth International Conference on Creating, Connecting and Collaborating through Computing
Experiencing SAX: a novel symbolic representation of time series
Data Mining and Knowledge Discovery
Mining relationships among interval-based events for classification
Proceedings of the 2008 ACM SIGMOD international conference on Management of data
Learning to recognize agent activities and intentions
Learning to recognize agent activities and intentions
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This paper describes a machine learning approach to classifying the activities of players in games. Instances of activities generally are not identical because they play out in different contexts, so the challenge is to extract the "essences" of activities from instances. We show how this problem may be mapped to a sequence alignment problem, for which there are polynomial-time solutions. The method works well even when some features of activities are not observable (e.g., the emotional states of players). In fact, these features can in some conditions be inferred with high accuracy.