Game AI
Readings
- El-Nasr04: Magy Seif El-Nasr and Ian Horswill. Automating Lighting Design for Interactive
Entertainment. ACM in Computers and Entertainment, Vol. 2, issue 2, April/June 2004.
- Recent advances in computer graphics, particularly in real-time rendering, have caused major improvements in
3D graphics and rendering techniques used in interactive entertainment. In this paper, we focus on the scene
lighting process, which we define as the process of configuring the number of lights used in a scene, their
properties (e.g. range and attenuation), positions, angles, and colors. Lighting design is well known among
designers, directors, and visual artists for its vital role in influencing viewers’ perception by evoking
moods, directing their gaze to important areas (i.e. providing visual focus), and conveying visual tension.
It is, however, difficult to set positions, angles, or colors for lights within interactive scenes to
accommodate these design goals, because an interactive scene’s spatial and dramatic configuration, including
mood, dramatic intensity, and the relative importance of different characters, change unpredictably in real-
time. There are several techniques developed by the game industry that establish spectacular real-time
lighting effects within 3-D interactive environments. These techniques are often time and labor intensive. In
addition, they are not easily used to dynamically mold the visual design to convey communicative, dramatic,
and aesthetic functions as addressed in creative disciplines, such as art, film, and theatre. In this paper,
we present a new real-time lighting design model based on cinematic and theatric lighting design theory. The
proposed model is designed to automatically, and in real-time, adjust lighting in an interactive scene
accommodating the dramatic, aesthetic, and communicative functions described by traditional lighting design
theories while accommodating artistic constraints concerning style, visual continuity, and aesthetic
function.
- Wiggins98: Papadopoulos, G. and Wiggins, G. (1998). A Genetic Algorithm for the Generation of Jazz Melodies.
Proceedings of STeP'98.
- Recent advances in computer graphics, particularly in real-time rendering, have caused major improvements in
3D graphics and rendering techniques used in interactive entertainment. In this paper, we focus on the scene
lighting process, which we define as the process of configuring the number of lights used in a scene, their
properties (e.g. range and attenuation), positions, angles, and colors. Lighting design is well known among
designers, directors, and visual artists for its vital role in influencing viewers’ perception by evoking
moods, directing their gaze to important areas (i.e. providing visual focus), and conveying visual tension.
It is, however, difficult to set positions, angles, or colors for lights within interactive scenes to
accommodate these design goals, because an interactive scene’s spatial and dramatic configuration, including
mood, dramatic intensity, and the relative importance of different characters, change unpredictably in real-
time. There are several techniques developed by the game industry that establish spectacular real-time
lighting effects within 3-D interactive environments. These techniques are often time and labor intensive. In
addition, they are not easily used to dynamically mold the visual design to convey communicative, dramatic,
and aesthetic functions as addressed in creative disciplines, such as art, film, and theatre. In this paper,
we present a new real-time lighting design model based on cinematic and theatric lighting design theory. The
proposed model is designed to automatically, and in real-time, adjust lighting in an interactive scene
accommodating the dramatic, aesthetic, and communicative functions described by traditional lighting design
theories while accommodating artistic constraints concerning style, visual continuity, and aesthetic
function.
- Christianson96: Christianson, D., Anderson, S., He, L., Salesin, D., Weld, D., and
Cohen M. (1996). Declarative Camera Control for Automatic Cinematography. Proceedings of AAAI-96.
- Animations generated by interactive 3D computer
graphics applications are typically portrayed either
from a particular character's point of view or from a
small set of strategically-placed viewpoints. By ignor-
ing camera placement, such applications fail to realize
important storytelling capabilities that have been ex-
plored by cinematographers for many years.
In this paper, we describe several of the principles of
cinematography and show how they can be formal-
ized into a declarative language, called the Declara-
tive Camera Control Language (dccl). We describe
the application of dccl within the context of a simple
interactive video game and argue that dccl represents
cinematic knowledge at the same level of abstraction
as expert directors by encoding 16 idioms from a lm
textbook. These idioms produce compelling anima-
tions, as demonstrated on the accompanying video-
tape.
- He96: He, L., Cohen, M.F., and Salesin, D.H. (1996). The Virtual Cinematographer: A
Paradigm for Automatic Real-Time Camera Control and Directing. Proceedings of SIGGRAPH '96, in Computer
Graphics Proceeings, Annual Conference Series.
- This paper presents a paradigm for automatically generating complete
camera specifications for capturing events in virtual 3D environments
in real-time. We describe a fully implemented system,
called the Virtual Cinematographer, and demonstrate its application
in a virtual "party" setting. Cinematographic expertise, in the form
of film idioms, is encoded as a set of small hierarchically organized
finite state machines. Each idiom is responsible for capturing a particular
type of scene, such as three virtual actors conversing or one
actor moving across the environment. The idiom selects shot types
and the timing of transitions between shots to best communicate
events as they unfold. A set of camera modules, shared by the idioms,
is responsible for the low-level geometric placement of specific
cameras for each shot. The camera modules are also responsible
for making subtle changes in the virtual actors' positions to
best frame each shot. In this paper, we discuss some basic heuristics
of filmmaking and show how these ideas are encoded in the Virtual
Cinematographer.
- Thomlinson00: Thomlinson, B., Blumberg, B., and Nain, D. (2000). Expressive
Autonomous Cinematography for Interactive Virtual
Environments. Proceedings of the Fourth International Conference on Autonomous Agents.
- We have created an automatic cinematography system for
interactive virtual environments. This system controls a virtual
camera and lights in a three-dimensional virtual world inhabited
by a group of autonomous and user-controlled characters. By
dynamically changing the camera and the lights, our system
facilitates the interaction of human participants with this world
and displays the emotional content of the digital scene.
Building on the tradition of cinema, modern video games, and
autonomous behavior systems, we have constructed this
cinematography system with an ethologically-inspired structure
of sensors, emotions, motivations, and action-selection
mechanisms. Our system breaks shots into elements, such as
which actors the camera should focus on or the angle it should
use to watch them. Hierarchically arranged cross-exclusion
groups mediate between the various options, arriving at the best
shot at each moment in time. Our cinematography system uses
the same approach that we use for our virtual actors. This eases
the cross-over of information between them, and ultimately leads
to a richer and more unified installation.
As digital visualizations grow more complex, cinematography
must keep pace with the new breeds of characters and scenarios.
A behavior-based autonomous cinematography system is an
effective tool in the creation of interesting virtual worlds. Our
work takes first steps toward a future of interactive, emotional
cinematography.
- Bares99: Bares, W.H. and Lester, J.C. (1999). Intelligent Multi-shot Visualization
Intefaces for Dynamic 3D Worlds. Proceedings of the 1999 International Conference on Intelligent User
Interfaces.
- In next-generation virtual 3D simulation, training, and
entertainment environments, intelligent visualization
interfaces must respond to user-specified viewing requests
so users can follow salient points of the action and monitor
the relative locations of objects. Users should be able to
indicate which object(s) to view, how each should be
viewed, cinematic style and pace, and how to respond when
a single satisfactory view is not possible. When constraints
fail, weak constraints can be relaxed or multi-shot solutions
can be displayed in sequence or as composite shots with
simultaneous viewports. To address these issues, we have
developed CONSTRAINTCAM, a real-time camera
visualization interface for dynamic 3D worlds. It has been
studied in an interactive testbed in which users can issue
viewing goals to monitor multiple autonomous characters
navigating through a virtual cityscape. CONSTRAINTCAM's
real-time performance in this testbed is encouraging.
- Jhala06: Jhala, A.H. and Young, R.M. (2006). Representational Requirements for a Plan
Based Approach to Automated Camera Control. Proceedings of the 2006 Conference on Artificial
Intelligence for Interactive Digital Entertainment (AIIDE).
- Automated camera control has been an active area of
research for a number of years. The problem has been
addressed in the Graphics, AI and Game communities from
different perspectives. The main focus of the research in the
Graphics community has been frame composition and
coherence. The AI community has focused on intelligent
shot selection, and the Games community strives for realtime
cinematic camera control. While the proposed
solutions in each of these fields are promising, there has not
been much effort spent on listing out the requirements of an
intelligent camera control system and how these can be
satisfied through a combination of approaches taken from
these different fields. This paper attempts to list out the
representational requirements with a view of finding a
unifying representation for combining these disparate
approaches. We show how a plan based approach can
capture some of these requirements and it can be connected
to a geometric constraint solver for camera placement.
- Elson07: Elson, D.K., and Riedl, M.O. A Lightweight Intelligent Virtual
Cinematography System for Machinima Production. Proceedings of the 3rd Annual Conference on
Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
- Machinima is a low-cost alternative to full production
filmmaking. However, creating quality cinematic
visualizations with existing machinima techniques still
requires a high degree of talent and effort. We introduce a
lightweight artificial intelligence system, Cambot, that can
be used to assist in machinima production. Cambot takes a
script as input and produces a cinematic visualization.
Unlike other virtual cinematography systems, Cambot
favors an offline algorithm coupled with an extensible
library of specific modular and reusable facets of cinematic
knowledge. One of the advantages of this approach to
virtual cinematography is a tight coordination between the
positions and movements of the camera and the actors.
- Doyle97: Doyle, P. and Hayes-Roth, B. (1997). Agents in Annotated Worlds (Technical
Report KSL 97-09). Stanford University, Knowledge Systems Laboratory.
- Virtual worlds offer great potential as environments for education, entertainment,
and collaborative work. Agents that function effectively in heterogeneous virtual
spaces must have the ability to acquire new behaviors and useful semantic
information from those contexts. The human-computer interaction literature
discusses how to construct spaces and objects that provide "knowledge in the
world" that aids human beings to perform these tasks. In this paper, we describe
how to build comparable annotated environments containing explanations of the
purpose and uses of spaces and activities that allow agents quickly to become
intelligent actors in those spaces. Examples are provided from our application
domain, believable agents acting as inhabitants and guides in a children's
exploratory world.
- Perlin96: Perlin, K. and Goldberg, A. (1996). Improv: A System for Scripting
Interactive Actors in Virtual Worlds. Proceedings of the 23rd Annual Conference on Computer Graphics.
- Improv is a system for the creation of real-time
behavior-based animated actors. There have been several
recent efforts to build network distributed autonomous agents.
But in general these efforts do not focus on the author's view.
To create rich interactive worlds inhabited by believable
animated actors, authors need the proper tools. Improv
provides tools to create actors that respond to users and to
each other in real-time, with personalities and moods
consistent with the author's goals and intentions.
Improv consists of two subsystems. The first
subsystem is an Animation Engine that uses procedural
techniques to enable authors to create layered, continuous,
non-repetitive motions and smooth transitions between them.
The second subsystem is a Behavior Engine that enables
authors to create sophisticated rules governing how actors
communicate, change, and make decisions. The combined
system provides an integrated set of tools for authoring the
"minds" and "bodies" of interactive actors. The system uses an
english'style scripting language so that creative experts who
are not primarily programmers can create powerful interactive
applications.
- Blumberg95: Blumberg, B. and Galyean, T.A. (1995). Multi-Level Direction of Autonomous Creatures
for Real-Time Virtual Environments. Proceedings of SIGGRAPH'95.
- There have been several recent efforts to build behavior-based
autonomous creatures. While competent autonomous action is
highly desirable, there is an important need to integrate autonomy
with “directability”. In this paper we discuss the problem of building
autonomous animated creatures for interactive virtual environments
which are also capable of being directed at multiple levels.
We present an approach to control which allows an external entity
to “direct” an autonomous creature at the motivational level, the
task level, and the direct motor level. We also detail a layered
architecture and a general behavioral model for perception and
action-selection which incorporates explicit support for multi-level
direction. These ideas have been implemented and used to develop
several autonomous animated creatures.
- Mateas97: Mateas, M. (1997). An Oz-centric review of interactive drama and believable
agents. Technical Report CMU-CS-97-156, School of Computer Science, Carnegie Mellon University,
Pittsburgh, PA.
- Believable agents are autonomous agents that exhibit rich
personalities. Interactive dramas take place in virtual worlds
inhabited by characters (believable agents) with whom an audience
interacts. In the course of this interaction, the audience experiences a
story (lives a plot arc). This report presents the research philosophy
behind the Oz Project, a research group at CMU that has spent the
last ten years studying believable agents and interactive drama. The
report then surveys current work from an Oz perspective.
- Nelson05: Nelson, M. and Mateas, M. (2005). Search-based drama management in the
interactive fiction Anchorhead . Proceedings of the First Conference on Artificial Intelligence and
Interactive Digital Entertainment.
- Drama managers guide a user through a story experience by
modifying the experience in reaction to the user's actions.
Search-based drama management (SBDM) casts the dramamanagement
problem as a search problem: Given a set of
plot points, a set of actions the drama manager can take, and
an evaluation of story quality, search can be used to optimize
the user's experience. SBDM was first investigated by Peter
Weyhrauch in 1997, but little explored since. We return to
SBDM to investigate algorithmic and authorship issues, including
the extension of SBDM to different kinds of stories,
especially stories with subplots and multiple endings, and issues
of scalability. In this paper we report on experiments
applying SBDM to an abstract story search space based on
the text-based interactive fiction Anchorhead. We describe
the features employed by the story evaluation function, investigate
design issues in the selection of a set of drama management
actions, and report results for drama managed versus
unmanaged stories for a simulated random user.
- Cavazza02: Cavazza, M., Charles, F., and Mead, S. (2002). Planning Characters' Behaviour
in Interactive Storytelling. Journal of Visualization and Computer Animation, 13, 121-131.
- In this paper, we describe a method for implementing the behaviour of artificial actors in the context
of interactive
storytelling. We have developed a fully implemented prototype based on the Unreal Tournament game
engine, and
carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial
actors in interactive
storytelling and how real-time generation of their behaviour participates in the creation of a dynamic
storyline. We
follow previous work describing the behaviour of artificial actors through AI planning formalisms, and
adapt it to the
context of narrative representation. In this context, the narrative equivalent of a character's behaviour
consists in its
role. The set of possible roles for a given actor is represented as a Hierarchical Task Network (HTN). The
system uses
HTN planning to dynamically generate the character roles, by interleaving planning and execution, which
supports
dynamic interaction between actors, as well as user intervention in the unfolding plot. Finally, we present
several
examples of short plots and situations generated by the system from the dynamic interaction of artificial
actors.
- Mateas02: Mateas, M. and Stern, A (2002). Architecture, authorial idioms and early
observations of the interactive drama Facade. Technical report CMU-CS-02-198, School of Computer Science,
Carnegie Mellon University.
- Facade is an artificial intelligence-based art/research experiment in electronic narrative -
an attempt to move beyond traditional branching or hyper-linked narrative to create a
fully-realized, one-act interactive drama. Integrating an interdisciplinary set of artistic
practices and artificial intelligence technologies, we are completing a three year
collaboration to engineer a novel architecture for supporting emotional, interactive
character behavior and drama-managed plot. Within this architecture we are building a
dramatically interesting, real-time 3D virtual world inhabited by computer-controlled
characters, in which the user experiences a story from a first-person perspective. Facade
will be publicly released as a free download in 2003.
- Magerko07: Magerko, B. Evaluating Preemptive Story Direction in the Interactive Drama
Architecture. Journal of Game Development, 2(3).
- In an author-centric interactive drama, both the player's decisions and the author's desires
should coherently influence the player's individual story experience. Different player
interactions with the system should yield different stories, just as different authored content
would. By defining experiences covered by the authored content (the set of which I call a story
space), the author is creating an artistic vision for the player to take part in. As opposed to
having explicit choices for the player to choose from and constraining those choices, interactive
drama attempts to offer the player a fluid, continuous dramatic experience, akin to taking part in
an improvisational play where the player is the protagonist in the story (Kelso et al. 1993; Laurel
1986).
- Riedl03: Riedl, M.O, Saretto, C.J., and Young, R.M. (2003). Managing interaction between
users and agents in a multi-agent storytelling environment. In Proceedings of the Second International
Conference on Autonomous Agents and Multiagent Systems.
- This paper describes an approach for managing the interaction of
human users with computer-controlled agents in an interactive
narrative-oriented virtual environment. In these kinds of systems,
the freedom of the user to perform whatever action she desires
must be balanced with the preservation of the storyline used to
control the system's characters. We describe a technique,
narrative mediation, that exploits a plan-based model of narrative
structure to manage and respond to users' actions inside a virtual
world. We define two general classes of response to situations
where users execute actions that interfere with story structure:
accommodation and intervention. Finally, we specify an
architecture that uses these definitions to monitor and
automatically characterize user actions, and to compute and
implement responses to unanticipated activity. The approach
effectively integrates user action and system response into the
unfolding narrative, providing for the balance between a user's
sense of control within the story world and the user's sense of
coherence of the overall narrative.
- Meehan81: Meehan, J. (1981). Tale-Spin. In R.C. Schank and C.K. Riesbeck (Eds). Inside
Computer Understanding (pp. 197-226). Lawrence Erlbaum Associates.
- TALE-SPIN is a program that writes simple stories. It is easily distinguished from any of the "mechanical"
devices one can use for writing stories, such as filling in slots in a canned frame. The goal behind the
writing of TALE-SPIN was to find out what kinds of knowledge were needed in story generation.
the writing of TALE-SPIN embodied the traditional AI cycle of research. Step 1 was to define a theory. Step 2
was to write a program modeling that theory and to add it to the existing system. Step 3 was to run the
system and to observe where the model was incorrect or inadequate, thereby identifying the need for some
more theory.
- Lebowitz84: Lebowitz, M. (1984). Creating characters in a story-telling universe. Poetics,
13, 171-194.
- Extended story generation, i.e., the creation of continuing serials, presents difficult and interesting problems for
Artificial Intelligence. We present here the first phase of the development of a program, UNIVERSE, that will ultimately
tell extended stories. In particular, after descri inb our overall model of story telling, we present a method for creating
universes of characters appropriate for extended story generation. This method concentrates on the need to keep story-telling
unverses consistent and coherent. We also describe the information that must be maintained for characters and interpersonal
relationships, and the use of stereotypical information about people to help motivate trait values. The use of historical events
for motivation is also described. Finally, we present an example of a character generated by UNIVERSE.
- Lebowitz85: Lebowitz, M. (1985). Story-telling as planning and learning. Poetics,
14, 483-502.
- The generation of extended plots for melodramatic fiction is an interesting task for Artificial Intelligece research,
one that requires the application of genralization techniques to carry out fully. UNIVERSE is a story-telling program
that uses plan-like units, 'plot fragments', to generate plot outlines. By using a rich library of plot fragments and
a well-developed set of characters. UNIVERSE can create a wide range of plot outlines. In this paper we illustrate
how UNIVERSE's plot gramgent library is used to create plot outlines and how it might be automatically extended
using explanation-based generalization methods. Our methods are based on analysis of a television melodrama,
including comparisons of similar stories.
- Perez01: Perez y Perez, R. and Sharples, M. (2001). MEXICA: a computer model of a
cognitive account of creative writing. Journal of Experimental and Theoretical Artificial Intelligence, 13,
119-139.
- MEXICA is a computer model that produces frameworks for short stories
based on the engagement-refelction cognitive account of writing. During engagement
MEXICA generates material guided by content and rhetorical constraints, avoiding
the use of explicit goals or story-structure information. During reflection the system
breaks impasses, evaluates the novelty and interestingness of the story in progress and
verifies that coherence requirements are satisfied. In this way, MEXICA complements
and extends those models of computerised story-telling based on traditional problem-solving
techniques where explicit goals drive the generation of stories. This paper describes
the engagement-reflection account of writing, the general characteristics of MEXICA and
reports an evaluation of the program.
- Riedl04: Mark O. Riedl and R. Michael Young. (2004) An Intent-Driven Planner for Multi-Agent Story Generation.
Proceedings of the 3rd
International Joint Conference on Autonomous Agents and Multi Agent Systems
- The ability to generate narrative is of importance to
computer systems that wish to use story effectively for
entertainment, training, or education. We identify two
properties of story – plot coherence and character
believability – which play a role in the success of a story.
Plot coherence is the perception by audience members that
character actions have relevance to the outcome of the
story. Character believability is the perception that
character actions are motivated by agents' internal beliefs
and desires. Unlike conventional planning in which plan
goals represent an agent's intended world state, multiagent
story planning involves goals that represent the
outcome of a story. In order for the plans' actions to
appear believable, multi-agent story planners must
determine not only how agents' actions achieve a story's
goal state, but must also ensure that each agent appears to
be acting intentionally. We present a narrative generation
planning system for multi-agent stories that is capable of
generating narratives with both strong plot coherence and
strong character believability. The planning algorithm
uses causal reasoning and a simulated intention
recognition process to drive plan creation.
- Picard97: Picard, R. (19997). Affective Computing. Cambridge: MIT Press.
- This part of the book addresses technical issues involved in creating affective
computers, specifically, how to build sustems with the ability to recognize, express,
and "have" emotions. This chapter and the two that follow will propose
several building blocks that can be used to start filling in the framework of affective computing.
I will also show how several examples from the literature can be woven into this new framework.
- Gratch04: Gratch, J. and Marsella, S. (2004). A Domain-independent Framework for Modeling
Emotion. Journal of Cognitive Systems Research, 5(4), 269-306.
- In this article, we show how psychological theories of emotion shed light on the interaction between
emotion and
cognition, and thus can inform the design of human-like autonomous agents that must convey these core
aspects of
human behavior. We lay out a general computational framework of appraisal and coping as a central
organizing
principle for such systems. We then discuss a detailed domain-independent model based on this framework,
illustrating
how it has been applied to the problem of generating behavior for a significant social training
application. The
model is useful not only for deriving emotional state, but also for informing a number of the behaviors
that must be
modeled by virtual humans such as facial expressions, dialogue management, planning, reacting, and social
understanding.
Thus, the work is of potential interest to models of strategic decision-making, action selection, facial
animation,
and social intelligence.
- El-Nasr00: Seif El-Nasr, M., Yen, J., and Ioerger, T.R. (2000). FLAME -- Fuzzy Logic
Adaptive Model of Emotions. Autonomous Agents and Multi-Agent Systems, 3.
- Emotions are an important aspect of human intelligence and have been shown to play a
signicant role in the human decision-making process. Researchers in areas such as cognitive science,
philosophy, and articial intelligence have proposed a variety of models of emotions. Most of the previous
models focus on an agent's reactive behavior, for which they often generate emotions according
to static rules or pre-determined domain knowledge. However, throughout the history of research on
emotions, memory and experience have been emphasized to have a major influence on the emotional
process. In this paper, we propose a new computational model of emotions that can be incorporated
into intelligent agents and other complex, interactive programs. The model uses a fuzzy-logic
representation
to map events and observations to emotional states. The model also includes several inductive
learning algorithms for learning patterns of events, associations among objects, and expectations. We
demonstrate empirically through a computer simulation of a pet that the adaptive components of the
model are crucial to users' assessments of the believability of the agent's interactions.
- Havasi07: Catherine Havasi, Rob Speer and Jason Alonso (2007). ConceptNet 3: a Flexible,
Multilingual Semantic Network for Common Sense Knowledge. Proceedings of Recent Advances in Natural Languge
Processing.
- The Open Mind Common Sense project has been
collecting common-sense knowledge from volunteers
on the Internet since 2000. This knowledge
is represented in a machine-interpretable semantic
network called ConceptNet.
We present ConceptNet 3, which improves the
acquisition of new knowledge in ConceptNet and
facilitates turning edges of the network back into
natural language. We show how its modular design
helps it adapt to different data sets and
languages. Finally, we evaluate the content of
ConceptNet 3, showing that the information it
contains is comparable with WordNet and the
Brandeis Semantic Ontology.
- Mueller07: Mueller, E.T. (2007). Modelling Space and Time in Narratives about Restaurants
Literary and Linguistic Computing Vol. 22, No. 1.
- This study investigated the automatic modelling of space and time in narratives
involving dining in a restaurant. We built a program that (1) uses information
extraction techniques to convert narrative texts into templates containing key
information about the dining episodes discussed in the narratives, (2) constructs
commonsense reasoning problems from the templates, (3) uses commonsense
reasoning and a commonsense knowledge base to build models of the dining
episodes, and (4) generates and answers questions by consulting the models.
We describe the program and present the results of running it on a corpus of web
texts and American literature.
- Marsella05: Marsella, Stacy C. and Pynadath, David V. Modeling influence and theory of
mind. Artificial Intelligence and the Simulation of Behavior, 2005.
- Agent-based modeling of human social behavior is an increasingly important research area. For example,
such modeling is critical in the design of virtual humans, human-like autonomous agents that
interact with people in virtual worlds. A key factor in human social interaction is our beliefs about
others, in particular a theory of mind. Whether we believe a message depends not only on its content
but also on our model of the communicator. The actions we take are influenced by how we believe
others will react. In this paper, we present PsychSim, an implemented multiagent-based simulation
tool for modeling interactions and influence among groups or individuals. Each agent has its own
decision-theoretic model of the world, including beliefs about its environment and recursive models
of other agents. Having thus given the agents a theory of mind, PsychSim also provides them with a
psychologically motivated mechanism for updating their beliefs in response to actions and messages
of others. We discuss PsychSim's architecture and its application to a school violence scenario.
- Isbell06: Isbell, C., Kearns, M., Singh, S., Shelton, C., Stone, P., and Kormann, D.
(2006). Cobot in LambdaMOO: An adaptive social statistics agent. Autonomous Agent Multi-Agent Systems, 13,
327-354.
- We describe our development of Cobot, a novel software agent who lives
in LambdaMOO, a popular virtual world frequented by hundreds of users. Cobot’s
goal was to become an actual part of that community. Here, we present a detailed
discussion of the functionality that made him one of the objects most frequently
interacted with in LambdaMOO, human or artificial. Cobot’s fundamental power is
that he has the ability to collect social statistics summarizing the quantity and quality
of interpersonal interactions. Initially, Cobot acted as little more than a reporter of
this information; however, as he collected more and more data, he was able to use
these statistics as models that allowed him to modify his own behavior. In particular,
cobot is able to use this data to “self-program,” learning the proper way to respond
to the actions of individual users, by observing how others interact with one another.
Further, Cobot uses reinforcement learning to proactively take action in this complex
social environment, and adapts his behavior based on multiple sources of human
reward. Cobot represents a unique experiment in building adaptive agents who must
live in and navigate social spaces.
- Lau99: Lau, T. and Weld, D. (1999). Programming by Demonstration: An Inductive Learning
Formulation. Proceedings of the 1999 International Conference on Intelligent User Interfaces (IUI).
- Although Programming by Demonstration (PBD) has the potential to improve the productivity of unsophisticated
users, previous PBD systems have used brittle, heuristic, domain-specific approaches to execution-trace
generaliziation. In this paper we define two application-independent methods for performing
generalization that are based on well-understood machine learning technology. TGENVS uses
version-space generalization, and TGENFOIL is based on the FOIL inductive logic programming
algorithm. We analyze each method both theoretically and empirically, arguing that TGENVS
has lower sample complexity, but TGENFOIL can learn a much more interesting class of programs.
- Thomaz08: Thomaz, A. and Breazeal, C. (2008). Teachable robots: Understanding human
teaching behavior to build more effective robot learners. Artificial Intelligence, 172, 716-737.
- While Reinforcement Learning (RL) is not traditionally designed for interactive supervisory input from a
human teacher, several
works in both robot and software agents have adapted it for human input by letting a human trainer control
the reward signal. In
this work, we experimentally examine the assumption underlying these works, namely that the human-given
reward is compatible
with the traditional RL reward signal. We describe an experimental platform with a simulated RL robot and
present an analysis of
real-time human teaching behavior found in a study in which untrained subjects taught the robot to perform
a new task. We report
three main observations on how people administer feedback when teaching a Reinforcement Learning agent: (a)
they use the reward
channel not only for feedback, but also for future-directed guidance; (b) they have a positive bias to
their feedback, possibly using
the signal as a motivational channel; and (c) they change their behavior as they develop a mental model of
the robotic learner. Given
this, we made specific modifications to the simulated RL robot, and analyzed and evaluated its learning
behavior in four follow-up
experiments with human trainers. We report significant improvements on several learning measures. This work
demonstrates the
importance of understanding the human-teacher/robot-learner partnership in order to design algorithms that
support how people
want to teach and simultaneously improve the robot's learning behavior.
- Maybury92: Maybury, M. (1992). Communicative acts for explanation generation. Int. J. Man-
Machine Studies (1992) 37, 135-172
- Knowledge-based systems that interact with humans often need to define their
terminology, elucidate their behavior or support their recommendations or conclusions.
In general, they need to explain themselves. Unfortunately, current computer
systems, if they can explain themselves at ail, often generate explanations that are
unnatural, ill-connected or simply incoherent. They typically have only one method
of explanation which does not allow them to recover from failed communication. At
a minimum, this can irritate an end-user and potentially decrease their productivity.
More dangerous, poorly conveyed information may result in misconceptions on the
part of the user which can lead to bad decisions or invalid conclusions, which may
have costly or even dangerous implications.
To address this problem, we analyse human-produced explanations with the aim
of transferring explanation expertise to machines. Guided by this analysis, we
present a classification of explanatory utterances based on their content and
communicative function. We then use these utterance classes and additional text
analysis to construct a taxonomy of text types. This text taxonomy characterizes
multisentence explanations according to the content they convey, the communicative
acts they perform, and their intended effect on the addressee’s knowledge, beliefs,
goals and plans. We then argue that the act of explanation presentation is an
action-based endeavor and introduce and define an integrated theory of communicative
acts (rhetorical, illocutionary, and locutionary acts). To illustrate this theory we
formalize several of these communicative acts as plan operators and then show their
use by a hierarchical text planner (TEXPLAN-Textual Explanation PLANner)
that composes natural language explanations. Finally, we classify a range of
reactions readers may have to explanations and illustrate how a system can respond
to these given a plan-based approach. Our research thus contributes (1) a
domain-independent taxonomy of abstract explanatory utterances, (2) a taxonomy
of multisentence explanations based on these utterance classes and (3) a classification
of reactions readers may have to explanations as well as (4) an illustration
of how these classifications can be applied computationally.
- Mateas04: Mateas, M. and Stern, A. (2004). Natural Language Understanding in Facade:
Surface-text Processing. Proceedings of the 2004 International Conference on Technologies for Interactive
Digital Storytelling and Entertainment (TIDSE).
- Facade is a real-time, first-person dramatic world in which the player, visiting the
married couple Grace and Trip at their apartment, quickly becomes entangled in
the high-conflict dissolution of their marriage. The Facade interactive drama integrates
real-time, autonomous believable agents, drama management for coordinating
plot-level interactivity, and broad, shallow support for natural language understanding
and discourse management. In previous papers, we have described the
motivation for Facade's interaction design and architecture [13, 14], described
ABL, our believable agent language [9, 12], and presented overviews of the entire
architecture [10, 11]. In this paper we focus on Facade's natural language processing
(NLP) system, specifically the understanding (NLU) portion that extracts
discourse acts from player-typed surface text.
- Albrecht98: Albrecht, D., Zukerman, I., Nichols, A. (1998). Bayesian Models for Keyhole
Plan Recognition in an Adventure Game. User Modeling and User Adapted Interactions, 45.
- We present an approach to keyhole plan recognition which uses a dynamic belief (Bayesian)
network to represent features of the domain that are needed to identify users’ plans and goals. The
application domain is a MultiUser
Dungeon adventure game with thousands of possible actions
and locations. We propose several network structures which represent the relations in the domain to
varying extents, and compare their predictive power for predicting a user’s current goal, next action
and next location. The conditional probability distributions for each network are learned during a
training phase, which dynamically builds these probabilities from observations of user behaviour.
This approach allows the use of incomplete, sparse and noisy data during both training and testing.
We then apply simple abstraction and learning techniques in order to speed up the performance of
the most promising dynamic belief networks without a significant change in the accuracy of goal
predictions. Our experimental results in the application domain show a high degree of predictive
accuracy. This indicates that dynamic belief networks in general show promise for predicting a
variety of behaviours in domains which have similar features to those of our domain, while reduced
models, obtained by means of learning and abstraction, show promise for efficient goal prediction in
such domains.
- Carberry88: Carberry, S. (1988). Modeling the User's Plans and Goals. Computational
Linguistics, 14(3), 23-37.
- This work is an ongoing research effort aimed both at developing techniques for inferring and
constructing a user model from an information-seeking dialog and at identifying strategies for applying
this model to enhance robust communication. One of the most important components of a user model
is a representation of the system's beliefs about the underlying task-related plan motivating an
information-seeker's queries. These beliefs can be used to interpret subsequent utterances and produce
useful responses. This paper describes the IREPS system, emphasizing its dynamic construction of the
task-related plan motivating the information-seeker's queries and the application of this component of
a user model to handling utterances that violate the pragmatic rules of the system's world model. By
reasoning on a model of the user's plans and goals, the system often can deduce the intended meaning
of faulty utterances and allow the dialogue to continue without interruption. Some limitations of current
plan inference systems are discussed. It is suggested that the problem of detecting and recovering from
discrepancies between the system's model of the user's plan and the actual plan under construction by
the user requires an enriched model that differentiates among its components on the basis of the support
the system accords each component as a correct and intended part of the user's plan.
- Lesh98: Lesh, N., Rich, C., and Sidner, C. (1998). Using Plan Recognition in Human-
Computer Collaboration (Technical Report MERL-TR-98-23). Mitsubishi Electric Research Laboratory.
- Human-computer collaboration provides a practical and useful application for
plan recognition techniques. We describe a plan recognition algorithm which is
tractable by virtue of exploiting properties of the collaborative setting, namely:
the focus of attention, the use of partially elaborated hierarchical plans, and the
possibility of asking for clarication. We demonstrate how the addition of our
plan recognition algorithm to an implemented collaborative system reduces the
amount of communication required from the user.
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