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Integrating Intelligent Agent and Wireless Computing Research Into the Undergraduate Curriculum

This project aims to create an interactive learning environment based on an AI simulator, Wumpus World, to enhance undergraduate education by exploring various types of agents in a wireless intelligent simulation environment. Through practical assignments and curriculum development, students will delve into AI, robotics, mobile computing, multimedia, and human-computer interaction. Partnerships with faculty, funding for resources, and continuous improvements ensure the successful integration of cutting-edge technologies into the curriculum.

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Integrating Intelligent Agent and Wireless Computing Research Into the Undergraduate Curriculum

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  1. Integrating Intelligent Agent and Wireless Computing Research Into the Undergraduate Curriculum Diane Cook Sajal Das Larry Holder Farhad Kamangar Ramesh Yerraballi

  2. Goals • Create interactive environment • Built upon AI simulator

  3. Wumpus World Percept = (stench, breeze, glitter, bump, scream, hint, picture) Move = (left, right, forward, grab, shoot, climb)

  4. Score: -1 each move, 1000 for gold Multiple players (round robin) Parameters: #Players #Trials World size Wumpus World

  5. Assignments • Agent 1: reflex-driven agent • Agent 2: add state information • Agent 3: implement search engine • Agent 4: add planner • Agent 5: DT-agent • Agent 6: use machine learning • Agent 7: use the NLP oracle • Agent 8: apply computer vision to PPM image

  6. Wireless Intelligent Simulation Environment (WISE) • Second floor Nedderman Hall • Extend Java Wumpus World environment

  7. Agents • Three types of agents: software, human, and robot • Physical agents communicate over wireless network • Software agent • Studied in AI 1 and AI 2 • Model of Nedderman Hall

  8. Human Agents • View status through virtual model • Physical move in space • Position updated using sensors

  9. Robot Agents • Teleoperated or autonomous

  10. Curriculum Development • AI 1 and 2 • Robotics • Mobile Computing • Multimedia • Senior Design • Group already developing human interface • Human-Computer Interaction • New course

  11. Current Status • Model of second floor NH (Ashwin) • Java client-server architecture • Wearable device (Ramesh and Sri) • Human wearable interface (Sri and Ashwin) • Wireless network on first and second floors (Larry, Rod, Praveen) • Robot interface (Bert, Praveen, Ashwin)

  12. Schedule 2001 • Ashwin funded through December • Make revisions based on today’s feedback • Documentation • Train student • Half life simulation • Mike Garcia • New student funded fall through spring • Create labs for AI 2 and Robotics

  13. Schedule 2002 • Demo for PIs, students, and teachers from nearby universities during E Week • New student funded January – December • Web interface • Enhancements necessary for next courses • Solve location problem • New student funded summer through fall • Lab development for AI I, Mobile Networking, Multimedia Computing • Wireless network covering Engineering Campus

  14. Schedule 2003 • Demo for PIs, students, and faculty from nearby universities during E Week • Two new students funded • Package WISE for dissemination • Complete and package lab materials • Evaluate and publish

  15. MRI Funding • Staff member (Terry Pruitt) • Equipment • Ramesh, multimedia research • 8 Picturebooks with quad-capacity batteries External battery charger, DVD drive • 12 video cameras • 12 headphone / microphone combinations • Desktop and Picturebook (Terry, development) • Manfred, robotics research • 2 ActiveMedia robots and pan/tilt heads • 2 PCs • Stereo vision system • Laser range finger • 1 outdoor robot

  16. MRI Funding • Wireless Network • 60 access points • 150 cards • Cables • Cover Nedderman Hall, Wolfe Hall, Engineering Lab building, and outside corridors • Equipment to solve locator problem • A bit left over

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