研究在虚假数据注入(false data injection,FDI)攻击下带有过程噪声的多智能体系统的均方二分一致性问题.考虑智能体间的合作与竞争交互,在卡尔曼滤波框架下设计一种新颖的能够估计邻居智能体状态的算法,并从理论上证明算法的稳定性.与...研究在虚假数据注入(false data injection,FDI)攻击下带有过程噪声的多智能体系统的均方二分一致性问题.考虑智能体间的合作与竞争交互,在卡尔曼滤波框架下设计一种新颖的能够估计邻居智能体状态的算法,并从理论上证明算法的稳定性.与同类算法相比,该算法考虑了估计器测量范围内和测量范围外智能体的相关性.实验结果表明,相较于局部卡尔曼滤波算法,所提出估计算法具有更好的估计性能.在此基础上提出一种基于状态估计算法的安全保护机制,使智能体的状态更新能采用安全值,从而消除FDI攻击的影响,保障系统能够渐近实现均方二分一致性.最后通过数值实验对理论结果进行验证.展开更多
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video...Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.展开更多
文摘研究在虚假数据注入(false data injection,FDI)攻击下带有过程噪声的多智能体系统的均方二分一致性问题.考虑智能体间的合作与竞争交互,在卡尔曼滤波框架下设计一种新颖的能够估计邻居智能体状态的算法,并从理论上证明算法的稳定性.与同类算法相比,该算法考虑了估计器测量范围内和测量范围外智能体的相关性.实验结果表明,相较于局部卡尔曼滤波算法,所提出估计算法具有更好的估计性能.在此基础上提出一种基于状态估计算法的安全保护机制,使智能体的状态更新能采用安全值,从而消除FDI攻击的影响,保障系统能够渐近实现均方二分一致性.最后通过数值实验对理论结果进行验证.
文摘Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.