I have developed an approach that draws on first-order cybernetics’ central animating principle of feedback-control, and second-order cybernetics’ concerns with cognition. I have two research methodologies one is interdisciplinary scholarship and the other is my artistic practice of building lively artefacts. ‘Irresistible Animacy’ is our human tendency to be drawn to the primitive and strangely thrilling nature of experiencing lively artefacts. The thesis examines how we see artefacts with particular qualities of motion to be alive, and asks what notions of cognition can explain these perceptions. I argue that the Cartesian rationalist tendencies of robotic and artificial intelligence research cultures, and associated cognitivist theories of mind, fail to acknowledge the perceptual and instinctual emotional affects that lively artefacts elicit. This perception is irresistible, pervasive, aesthetically potent and poorly understood. This thesis explores the perception of ‘liveliness’, or ‘animacy’, in robotically driven artefacts. We find that our approach performs surprisingly well, achieving at least $90\%$ success rate on all tested scenarios. One of these maps is directly modeled after a Ubisoft AAA game. We test our approach on complex 3D environments in the Unity game engine that are notably an order of magnitude larger than maps typically used in the Deep RL literature. #QUAKE AREAN HOW TO#As an alternative, we propose to use Deep Reinforcement Learning (Deep RL) to learn how to navigate 3D maps using any navigation ability. Game designers are thus constrained to only add abilities that can be handled by a NavMesh if they want to have NPC navigation. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpacks, teleportation, or double-jumps, increases the complexity of the NavMesh, making it intractable in many practical scenarios. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. Since this is an app that runs the official game files, a legal copy of the game is a necessity.In video games, non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. The difference is that you'll need to own Quake 3 on Steam or another platform since you'll need to copy those game files over to your Quest. #QUAKE AREAN MODS#Like Questcraft and other Dr Beef mods - which includes classics like Half-Life, Doom 3, Return to Castle Wolfenstein, and other Quake titles - Quake 3 Quest is an app that runs on your Quest and looks similar to other best Quest 2 games (opens in new tab) when you launch it. #QUAKE AREAN MOD#Quake 3 Quest is a mod that's similar to the recently released Questcraft (opens in new tab), which brought Minecraft Java Edition to the Quest 2. The download includes the official id Software demo for Quake 3, so you can play around and get comfortable with the mechanics before jumping head-on into a proper multiplayer game. #QUAKE AREAN FOR FREE#Right now, the developers recommend only running it on a Quest 2 until further optimizations are made for the original Quest's less powerful hardware but, if you're feeling experimental, head to the SideQuest listing (opens in new tab) to download Quake 3 Quest for free and get started. Quake 3 Quest is a "mod" that you can sideload (opens in new tab) to your Oculus Quest or Meta Quest 2 (opens in new tab).
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