Asia
Expressive Lights for Revealing Mobile Service Robot State
Baraka, Kim (Carnegie Mellon University) | Paiva, Ana (Instituto Superior Tecnico) | Veloso, Manuela (Carnegie Mellon University)
Autonomous mobile service robots move in our buildings, carrying out different tasks and traversing multiple floors. While moving and performing their tasks, these robots find themselves in a variety of states. Although speech is often used for communicating the robot’s state to humans, such communication can often be ineffective, due to the transient nature of speech. In this paper, we investigate the use of lights as a persistent visualization of the robot’s state in relation to both tasks and environmental factors. Programmable lights offer a large degree of choices in terms of animation pattern, color and speed. We present this space of choices and introduce different animation profiles that we consider to animate a set of programmable lights on the robot. We conduct experiments to query about suitable animations for three representative scenarios of an autonomous symbiotic service robot, CoBot. Our work enables CoBot to make its states persistently visible to the humans it interacts with.
Modeling Leadership Behavior of Players in Virtual Worlds
Shaikh, Samira (State University of New York at Albany) | Strzalkowski, Tomek (State University of New York at Albany) | Stromer-Galley, Jennifer (Syracuse University) | Broadwell, George Aaron (State University of New York at Albany) | Liu, Ting (State University of New York at Albany) | Martey, Rosa Mikeal (Colorado State University)
In this article, we describe our method of modeling sociolinguistic behaviors of players in massively multi-player online games. The focus of this paper is leadership, as it is manifested by the participants engaged in discussion, and the automated modeling of this complex behavior in virtual worlds. We first approach the research question of modeling from a social science perspective, and ground our models in theories from human communication literature. We then adapt a two-tiered algorithmic model that derives certain mid-level sociolinguistic behaviors--such as Task Control, Topic Control and Disagreement from discourse linguistic indicators--and combines these in a weighted model to reveal the complex role of Leadership. The algorithm is evaluated by comparing its prediction of leaders against ground truth – the participants’ own ratings of leadership of themselves and their conversation peers. We find the algorithm performance to be considerably better than baseline.
Social Play in Non-Player Character Dialog
Treanor, Mike (American University) | McCoy, Josh (American University) | Sullivan, Anne (American University)
Non-player characters in games generally lack believability and deep interactivity. The AI system Comme il Faut begins to tackle this by modeling social state and behaviors for game characters. The player initiates social exchanges and the dialog and outcome are generated and displayed in their entirety. In this paper we present a model called social prac-tices to extend Comme il Faut. Social practices increase the playability of social play by modeling social interactions at a more granular level and adding interactivity at each stage. This model also moves away from dialog trees to a more modular form of authoring to support the additional com-plexity.
Automated Generation of Conversational Non Player Characters
Pickett, Grant (California Polytechnic State University (Cal Poly)) | Khosmood, Foaad (California Polytechnic State University (Cal Poly)) | Fowler, Allan (California Polytechnic State University (Cal Poly))
An integral part of social believability in role playing games is believability of non-player characters (NPC). In this paper we argue for the importance of believability in NPCs, even those that are completely outside of any pre-written quest or plot. We present NPCAgency, a system designed to generate many conversational NPCs as packaged narrative assets that can be shared and imported into various projects to increase story-world immersion. We believe such a system can help solve two problems. First, the authorial burden of the game designer is lessened, allowing renderings of large numbers of NPCs, each with their own unique background and conversation topics, all conforming to the norms of a predefined “universe”. Second, the immersive aspect of the game is heightened as the player can engage complex characters with lengthy dialogue affordances. We demonstrate the concept by generating fifty characters with attributes drawn from “Game of Thrones” (GOT) / “A Song of Ice and Fire” universe, and exporting them as Inform 7 code, a popular declarative interactive fiction (IF) programming language and authoring tool. A user study of thirty-seven Inform 7 programmers demonstrates that a 62% majority find the tool useful enough to consider for their own work. Further 70% said they would use the system to create “Game of Thrones” background characters for their own projects.
NPCs as Social Mediators in Massively Multiplayer Online Games
Crenshaw, Nicole (University of California, Irvine) | Nardi, Bonnie (University of California, Irvine)
Previous research demonstrates that social experience is a key motivation for continued play in online games. We argue that there is an untapped potential for NPCs to act as social mediators in online games by stimulating social interaction between players. For example, a social mediator NPC could ask in chat, “How is everyone’s day?” to encourage conversations between players. We suggest two potential applications for social mediator NPCs in online games by examining social experiences in two contemporary massively-multiplayer online role-playing games (MMOs): Guild Wars 2 and World of Warcraft.
Aesthetic Interleaving of Character Performance Requests
Shapiro, Daniel G. (University of California, Santa Cruz) | LeBron, Larry (University of California, Santa Cruz) | Stern, Andrew (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
We have constructed a system that supports unscripted social interaction between a player and virtual characters, where the participants pursue internal agendas and respond to one another in real-time. Our emphasis on unscripted interaction means that the characters must accept dynamically generated performance requests, while our concern with social interaction implies that the characters must interleave performances with an attention to natural flow that encourages social engagement. We present initial work on a performance management mechanism that produces this interleaving. It initiates and suspends character performances by allocating animation resources to requests via a utility function representing aesthetic concerns. That function weighs extrinsic factors reflecting the purpose of taking an action against intrinsic ones that concern features of a given performance. We show, via multiple short videos, that the features are individually material to the aesthetic quality of the result and that the mechanism can produce aesthetically pleasing performances on par with the best hand-generated prioritization scheme. We argue, anecdotally, that the parameters of the model are easy to identify, suggesting that the feature vocabulary is both intuitive and useful for shaping character performances.
Increasing the Engagement of Conversational Agents through Co-Constructed Storytelling
Battaglino, Cristina (Northeastern University) | Bickmore, Timothy (Northeastern University)
Storytelling can be used by conversational agents in a wide variety of domains to maintain user engagement, both within a single interaction and over dozens or hun- dreds of interactions over time. The majority of agents designed with this ability to date deliver their stories as monologues without user input. However, people rarely tell stories in conversations this way, and instead rely on listener contributions to guide the storytelling process. Corpus-based studies of human-human conversational storytelling have demonstrated greater engagement, in the form of longer stories, when listeners co-construct stories this way. We describe a research framework for the generation and evaluation of co-constructed social stories in the context of task-based conversations, and a study on the effects of degree of user-agent story co-construction on user engagement. We find that users are more en- gaged with storytelling agents that allow them to co- construct stories in a contentful manner by asking ques- tions, compared to co-construction through acknowl- edgments only.
An Algorithmic Approach to Decorative Content Placement
Tremblay, Jonathan (McGill University) | Verbrugge, Clark (McGill University)
Given a polygon P of n vertices, the method to define a visibility polygon from a single point, q, is a well established Most digital games are goal-oriented; players are given an problem (Ghosh 2007), of time complexity Θ(n log(n)). We initial position and have to reach a certain goal position or use the well known angular plane-sweep algorithm (Asano state within a virtual level. Many generative methods to create 1985) to construct a visibility region V (q), giving us a starshaped such levels have been defined, and are able to create engaging polygonal region defined by the existing edge set, levels (Dormans and Bakkes 2011), while making filtered according to visibility from q. Figure 2 shows such a sure the game's fundamental puzzle structure in terms of region in light purple for point q.
Intelligent Content Generation via Abstraction, Evolution and Reinforcement
LeBaron, Dean M. (Brigham Young University) | Mitchell, Logan A. (Brigham Young University) | Ventura, Dan (Brigham Young University)
We present a system for autonomously generating puzzles in the form of a 2D, tile-based world. Puzzle design is entirely dependent on tile characteristics, which are implemented as abstract classes that can be modified by the system. Thus, the system controls not only the base-level puzzle design but also (to some extent) the meta-level component design. The result is a rich space of possible puzzles that the system explores with a combination of evolutionary computation and Q -learning. The system autonomously produces a variety of puzzles of varying difficulty to create a game called Loki's Castle . The system is almost completely autonomous, requiring only a minimal description of what a puzzle should include, and the abstraction allows extensibility so that future versions can invent entirely new classes of tiles. Several puzzle examples are presented to demonstrate the system's capability.
Playspecs: Regular Expressions for Game Play Traces
Osborn, Joseph Carter (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
We introduce Playspecs, an application of omega-regular expressions to specifying play traces (sequences of game states or events unfolding over time). This connects the automated analysis and model checking of games to the literature on formal software verification via Bu ̈chi automata. We show how to define desirable or undesirable sequences of game events with Playspecs and how associated algorithms can find examples (or prove the impossibility) of such sequences. Playspecs have two main benefits over existing techniques for specifying the behaviors of a game over time. First, they offer a scalable commitment to formal modeling: the same Playspecs can filter existing traces gathered by telemetry, search for satisfying traces using existing game code, or drive formal verification when paired with a logical model of a game. Second, Playspecs' syntax can be customized for the game engine or game in question so designers may write specifications using their game's native vocabulary. We define Playspecs' syntax and semantics (modulo gamespecific customizations) and outline algorithms for each of the applications mentioned above, providing examples from the social simulation game Prom Week and the puzzle game engine PuzzleScript.