Aims. We study the effect a guiding magnetic field has on the formation and structure of a pair jet that propagates through a collisionless electron–proton plasma at rest. Methods. We model with a particle-in-cell (PIC) simulation a pair cloud with a temperature of 400 keV and a mean speed of 0.9c (c - light speed). Pair particles are continuously injected at the boundary. The cloud propagates through a spatially uniform, magnetized, and cool ambient electron–proton plasma at rest. The mean velocity vector of the pair cloud is aligned with the uniform background magnetic field. The pair cloud has a lateral extent of a few ion skin depths. Results. A jet forms in time. Its outer cocoon consists of jet-accelerated ambient plasma and is separated from the inner cocoon by an electromagnetic piston with a thickness that is comparable to the local thermal gyroradius of jet particles. The inner cocoon consists of pair plasma, which lost its directed flow energy while it swept out the background magnetic field and compressed it into the electromagnetic piston. A beam of electrons and positrons moves along the jet spine at its initial speed. Its electrons are slowed down and some positrons are accelerated as they cross the head of the jet. The latter escape upstream along the magnetic field, which yields an excess of megaelectronvolt positrons ahead of the jet. A filamentation instability between positrons and protons accelerates some of the protons, which were located behind the electromagnetic piston at the time it formed, to megaelectronvolt energies. Conclusions. A microscopic pair jet in collisionless plasma has a structure that is similar to that predicted by a hydrodynamic model of relativistic astrophysical pair jets. It is a source of megaelectronvolt positrons. An electromagnetic piston acts as the contact discontinuity between the inner and outer cocoons. It would form on subsecond timescales in a plasma with a density that is comparable to that of the interstellar medium in the rest frame of the latter. A supercritical fast magnetosonic shock will form between the pristine ambient plasma and the jet-accelerated plasma on a timescale that exceeds our simulation time by an order of magnitude.
Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow for emotional influence. This selector takes into account timediscounting, risk perception, and planning as relevant factors of the decision making that emotions greatly influence. The objective of our work is to provide game developers with a technique to model gaming scenarios using emotional behavior trees.
We introduce the concept of reflection principle as a knowledge representation paradigm in a computational logic setting. Reflection principles are expressed as certain kinds of logic schemata intended to capture the basic properties of the domain knowledge to be modelled. Reflection is then used to instantiate these schemata to answer specific queries about the domain. This differs from other approaches to reflection mainly in the following three ways. First, it uses logical instead of procedural reflection. Second, it aims at a cognitively adequate declarative representation of various forms of knowledge and reasoning, as opposed to reflection as a means for controlling computation or deduction. Third, it facilitates the building of a complex theory by allowing a simpler theory to be enhanced by a compact metatheory, contrary to the construction of metatheories that are only conservative extensions of the basic theory. A computational logic system for embedding reflection principles, called RCL (for Reflective Computational Logic), is presented in full detail. The system is an extension of Horn clause resolution-based logic, and is devised in a way that makes important features of reflection parametric as much as possible, so that they can be tailored according to specific needs of different application domains. Declarative and procedural semantics of the logic are described and correctness and completeness of reflection as logical inference are proved. Examples of reflection principles for three different application areas are shown. Relationship with a variety of distinct sources within the literature on relevant topics is discussed.
We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to develop that character so that it fulfills as many aspects of believability as possible. With believable behavior we mean that the game is consistently structured in terms of narration or gameplay so that it is possible to build and maintain coherent relations between the actions of the characters. In this paper, we first analyze the general patterns for game characters design in detail concentrating on the aspects that are relevant to the AI design. Then, we present an agent architecture that we are developing, and discuss how this architecture can address the identified design patterns.
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