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Gino Yu

dblp:98/2191 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2014
0000-0002-2311-0013ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Knowledge representation and reasoning · 44% Video understanding and tracking · 44% Motion planning and robot control · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture
0.112011
Cognitive Synergy between Procedural and Declarative Learning in the Control of Animated and Robotic Agents Using the OpenCogPrime AGI Architecture · AAAI 2011
Computer vision › Video understanding and tracking › activity recognition › procedural activity understanding
procedure learning
0.112011
Cognitive Synergy between Procedural and Declarative Learning in the Control of Animated and Robotic Agents Using the OpenCogPrime AGI Architecture · AAAI 2011
Robotics › Motion planning and robot control
robot control
0.012011
Cognitive Synergy between Procedural and Declarative Learning in the Control of Animated and Robotic Agents Using the OpenCogPrime AGI Architecture · AAAI 2011

Methods — techniques the papers use, named apart from their topics

declarative learning · 0.1
YearPublicationVenuePosition
2014 From here to AGI: A roadmap to the realization of human-level artificial general intelligence
abstract
A practical roadmap to human-level artificial general intelligence is outlined, leading from the current situation in which complex AGI-oriented cognitive architectures remain partially implemented and inadequately tested, to a future in which AGI systems are deployed to carry out a variety of practical tasks currently only achievable via humans. The roadmap involves simultaneous development of proto-AGI applications in a number of different areas: videogame agent control, mobile robotics, genomics, natural language dialogue, theorem proving and program learning. The simultaneous pursuit of diverse application areas using a single AGI architecture is proposed as critical to maintaining generality of intelligence throughout the development process. While acknowledging the profound difficulty of time estimation for a project of this complexity, it is projected that the roadmap outlined could potentially be completed in a decade or less.
Ben Goertzel, Gino Yu
IJCNN2
2013 OpenPsi: A novel computational affective model and its application in video games
Zhenhua Cai, Ben Goertzel, Changle Zhou, Deheng Huang, Shujing Ke, Gino Yu, Min Jiang 0005
Eng. Appl. Artif. Intell.6
2011 Cognitive Synergy between Procedural and Declarative Learning in the Control of Animated and Robotic Agents Using the OpenCogPrime AGI Architecture
abstract
The hypothesis is presented that "cognitive synergy" -- proactive and mutually-assistive feedback between different cognitive processes associated with different types of memory -- may serve as a foundation for advanced artificial general intelligence. A specific AI architecture founded on this idea, OpenCogPrime, is described, in the context of its application to control virtual agents and robots. The manifestations of cognitive synergy in OpenCogPrime's procedural and declarative learning algorithms are discussed in some detail.
Ben Goertzel, Joel Pitt, Jared Wigmore, Nil Geisweiller, Zhenhua Cai, Ruiting Lian, Deheng Huang, Gino Yu
AAAI8
2005 Scalable interest management for multidimensional routing space
abstract
Interest management is essential for scalable collaborative virtual environments (CVEs) which sought to reduce bandwidth consumption on the network. Most of the interest management systems such as Data Distribution Management (DDM) service of the High Level Architecture (HLA) concentrate on providing precise message filtering mechanisms. However, in doing so a second problem is introduced: the CPU cycle overheads of filtering process. If the cost in terms of computational resources of interest management itself is too high, it would be unsuitable for real time applications such as multiplayer online games (MOGs) for which runtime performance is important. In this paper we present a scalable interest management algorithm which is suitable for HLA DDM. Our approach employs the collision detection method of I-COLLIDE for fast interest matching. Furthermore, the algorithm has been implemented in our commercialized MOG middleware - Lucid Platform. Experimental evidence demonstrates that it works well in practice.
Elvis S. Liu, Milo K. Yip, Gino Yu
VRST3
2003 Reuse of Motion Capture Data in Animation: A Review
Weidong Geng, Gino Yu
ICCSA (3)2