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『Artificial Intelligence Construction of Self-consciousness based on Delay, Detour, and Multi-layer』
2017.10.27 PBJ Symposium
Youichiro Miyake y.m.4160@gmail.com
In digital game development, a study to construct self-consciousness is under construction. The key concept is a
“delay” Bergson said in MM (Figure 1).
Figure 1. delays and detours in neuro-system
Any living being has a body and intelligence and moves in an environment. The body is in physical low, and an
intelligence is in information dynamics. Any living being also can give an influence to an environment by using its
body, and propagate an information by vocalization. Then any living being has two layers such as a physical layer
and an information layer. The two layer is connected naturally in a living being.
A game character also has a body and artificial intelligence. It moves in a game world. A body is in physical
interaction, and intelligence is in information dynamics. But the method to connect the physical layer and
intelligent layer is unknown, and it has been researched. There are four models to construct AI of a game character
to connect intelligence, environment, and body such as (1) Agent architecture (2) subsumption architecture (3)
Bernsteyn’s behavior-construction model (4) Uexkull’s Umwelt model
(1) An agent architecture is a fundamental model for AI to connect an intelligence and an environment. It
consists of five modules such as a sensor module, a recognition module, a decision-making module, an
action-making module, and an effector. (Figure 2).
(2) A subsumption architecture is invented by Rodney Brooks at MIT in 1986, and it has become a
fundamental architecture for many robots. The architecture consists of independent and hierarchical
intelligent layers. An upper layer can control a lower layer. (Figure 3)
Figure 2 Agent architecture
Figure 3 Subsumption architecture
(3) Nicolay Bernsteyn’s behavior construction model consists of four layers. Each layer restricts degree of
freedom of body behavior and makes one body behavior. A level A layer is “tenseness level” which make
a physical body balance, a level B layer is “muscular and articular level” which make a basic behavior, a
level C layer is “space level” which adjust the behavior to an environment, and a level D layer is “behavior
chaining layer” which chains the behaviors to one movement (Figure 4).
(4) Uexkull’s Umwelt model is a phenomenological model to implement an intelligence in the environment.
In the model, a living being finds two sign in one object such as a sign for sensing which makes it active
and a sign for action which is a target goal of action. A living beings subjective world is bind to an object
by these two signs (Figure 5).
Figure 4 Bernsteyn’s behavior construction model
Figure 5 Uexull’s Umwelt model
These four models have a delay and detour process. An agent architecture generate an action via multiple
processes. A subsumption architecture has hierarchical multiple detour processes from a sensor to an action.
Bernsteyn’s model makes multiple loops to make an action. An Umwelt makes multiple routes from a stimulation
to an action.
A game character architecture integrates these four models (Figure 6, 7). The fundamental model is an agent
architecture which includes a subsumption model. A lowest layer of the subsumption architecture is an Umwelt
layer. And a process of making a motion is following Bernsteyn’s model. Each layer has a self-image and an object-
image for one object
Figure 6 Final game character AI architecture
In each layer, a decision-making process always makes decisions and motion plans. Their plans compete against to
each other. Some lower plans is suggested to an upper layer, and the upper layer selects the one of them. The
process makes a smooth changing of action plans (Figure 8). The role of self-consciousness is to give a permission
and inhabitation of execution to a suggested plan. It may give a feeling of freedom to AI. As a result, self-
consciousness is generated from the competing processes. A living being changes and transforms from a subject to
the next subject and it make a self-consciousness.
Figure 7 Hierarchical structure of self and object.
Figure 8 Generating Self-consciousness
[References]
(1)Youichiro Miyake, ”A Multilayered Model for Artificial Intelligence of Game Characters as Agent Architecture”,
Mathematical Progress in Expressive Image Synthesis III, Springer, 2016
(2)Youichiro Miyake, “Current Status of Applying Artificial Intelligence in Digital Games”, Handbook of Digital
Games and Entertainment Technologies, Springer, 2015

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Construction of Self-consciousness based on Delay, Detour, and Multi-layer

  • 1. 『Artificial Intelligence Construction of Self-consciousness based on Delay, Detour, and Multi-layer』 2017.10.27 PBJ Symposium Youichiro Miyake y.m.4160@gmail.com In digital game development, a study to construct self-consciousness is under construction. The key concept is a “delay” Bergson said in MM (Figure 1). Figure 1. delays and detours in neuro-system Any living being has a body and intelligence and moves in an environment. The body is in physical low, and an intelligence is in information dynamics. Any living being also can give an influence to an environment by using its body, and propagate an information by vocalization. Then any living being has two layers such as a physical layer and an information layer. The two layer is connected naturally in a living being. A game character also has a body and artificial intelligence. It moves in a game world. A body is in physical interaction, and intelligence is in information dynamics. But the method to connect the physical layer and intelligent layer is unknown, and it has been researched. There are four models to construct AI of a game character to connect intelligence, environment, and body such as (1) Agent architecture (2) subsumption architecture (3) Bernsteyn’s behavior-construction model (4) Uexkull’s Umwelt model (1) An agent architecture is a fundamental model for AI to connect an intelligence and an environment. It consists of five modules such as a sensor module, a recognition module, a decision-making module, an action-making module, and an effector. (Figure 2). (2) A subsumption architecture is invented by Rodney Brooks at MIT in 1986, and it has become a fundamental architecture for many robots. The architecture consists of independent and hierarchical intelligent layers. An upper layer can control a lower layer. (Figure 3)
  • 2. Figure 2 Agent architecture Figure 3 Subsumption architecture (3) Nicolay Bernsteyn’s behavior construction model consists of four layers. Each layer restricts degree of freedom of body behavior and makes one body behavior. A level A layer is “tenseness level” which make a physical body balance, a level B layer is “muscular and articular level” which make a basic behavior, a level C layer is “space level” which adjust the behavior to an environment, and a level D layer is “behavior chaining layer” which chains the behaviors to one movement (Figure 4). (4) Uexkull’s Umwelt model is a phenomenological model to implement an intelligence in the environment. In the model, a living being finds two sign in one object such as a sign for sensing which makes it active
  • 3. and a sign for action which is a target goal of action. A living beings subjective world is bind to an object by these two signs (Figure 5). Figure 4 Bernsteyn’s behavior construction model Figure 5 Uexull’s Umwelt model These four models have a delay and detour process. An agent architecture generate an action via multiple processes. A subsumption architecture has hierarchical multiple detour processes from a sensor to an action. Bernsteyn’s model makes multiple loops to make an action. An Umwelt makes multiple routes from a stimulation to an action. A game character architecture integrates these four models (Figure 6, 7). The fundamental model is an agent architecture which includes a subsumption model. A lowest layer of the subsumption architecture is an Umwelt layer. And a process of making a motion is following Bernsteyn’s model. Each layer has a self-image and an object- image for one object
  • 4. Figure 6 Final game character AI architecture In each layer, a decision-making process always makes decisions and motion plans. Their plans compete against to each other. Some lower plans is suggested to an upper layer, and the upper layer selects the one of them. The process makes a smooth changing of action plans (Figure 8). The role of self-consciousness is to give a permission and inhabitation of execution to a suggested plan. It may give a feeling of freedom to AI. As a result, self- consciousness is generated from the competing processes. A living being changes and transforms from a subject to the next subject and it make a self-consciousness.
  • 5. Figure 7 Hierarchical structure of self and object. Figure 8 Generating Self-consciousness [References] (1)Youichiro Miyake, ”A Multilayered Model for Artificial Intelligence of Game Characters as Agent Architecture”, Mathematical Progress in Expressive Image Synthesis III, Springer, 2016 (2)Youichiro Miyake, “Current Status of Applying Artificial Intelligence in Digital Games”, Handbook of Digital Games and Entertainment Technologies, Springer, 2015