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Nested Value Iteration for Partially Satisfiable Co-Safe LTL Specifications (Extended Abstract)

AAAI Conferences

We describe our recent work on cost-optimal policy generation, for co-safe linear temporal logic (LTL) specifications that are not satisfiable with probability one in a Markov decision process (MDP) model. We provide an overview of the approach to pose the problem as the optimisation of three standard objectives in a trimmed product MDP. Furthermore, we introduce a new approach for optimising the three objectives, in a decreasing order of priority, based on a “nested” value iteration, where one value table is kept for each objective.


Culturally Appropriate Behavior in Virtual Agents: A Review

AAAI Conferences

Culturally appropriate behavior is not genetically programmed, but is instead learned from direct teaching, or by The relevant literature maintains many different definitions observing and interacting with others. For example, language of culture, which vary according to the field of study. Hofstede is one of the primary abstract artifacts transmitted has studied the features that allow us to discern different extra genetically. This paper provides a review of how culturally cultures (Hofstede 2001), defining culture as: appropriate behavior can be achieved in synthetic agents and offers a concise overview of the relevant literature. "The collective programming of the mind that distinguishes the members of one group or category of people Bates (1994) describes believable characters as those from another" (Hofstede 2001, page 9).


Automated Decomposition of Game Maps

AAAI Conferences

Video game worlds are getting increasingly large and complex. This poses challenges to the game AI for both pathfinding and strategic decisions, not least in real-time strategy games. One way to alleviate the problem is to manually pre-label the game maps with information about regions and critical choke points, which the game AI can then take advantage of. We present a method for automatically decomposing game maps into non-uniform sized regions. The method uses a flooding algorithm at its core and has the benefit, in addition to its effectiveness, to be relatively intuitive both conceptually and in implementing. Empirical evaluation on game maps shows that the automatic decomposition results in intuitive regions of a comparable standard to human-made labeling. Furthermore, we show that our automatic decomposition, when used by a pathfinding algorithm capable of taking advantage of pre-labeled regions, significantly improves search effectiveness.


Towards an Accessible Interface for Story World Building

AAAI Conferences

In order to use computational intelligence for automated narrative synthesis, domain knowledge of the story world must be defined, a task which is currently confined to experts. This paper discusses the benefits and tradeoffs between agent-centric and event-centric approaches towards authoring the domain knowledge of story worlds. In an effort to democratize story world creation, we present an accessible graphical platform for content creators and even end users to create their own story worlds, populate it with smart characters and objects, and define narrative events that can be used by existing tools for automated narrative synthesis. We demonstrate the potential of our system by authoring a simple bank robbery story world, and integrate it with existing solutions for event-centric planning to synthesize example digital stories.


Multi-Level Evolution of Shooter Levels

AAAI Conferences

This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.


An Approximation of Surprise Index as a Measure of Confidence

AAAI Conferences

Probabilistic graphical models, such as Bayesian networks, are intuitive and theoretically sound tools for modeling uncertainty. A major problem with applying Bayesian networks in practice is that it is hard to judge whether a model fits well a case that it is supposed to solve. One way of expressing a possible dissonance between a model and a case is the {\em surprise index}, proposed by Habbema, which expresses the degree of surprise by the evidence given the model. While this measure reflects the intuition that the probability of a case should be judged in the context of a model, it is computationally intractable. In this paper, we propose an efficient way of approximating the surprise index.


Designing Story-Centric Games for Player Emotion: A Theoretical Perspective

AAAI Conferences

Narratives are powerful because of their impact on our emotional experiences. Recent years have witnessed significant advances in affective computing and intelligent interaction, presenting a broad range of opportunities for enhancing the design, implementation, and adaptivity of interactive narratives. This paper presents preliminary work examining story-centric games and interactive narratives from the perspective of psychological theories of emotion, with a particular focus on player affect. We examine the sources and duration of player emotion, social facets of emotion, players’ individual differences in emotion, and meta-emotions. Recommendations and future directions for research on player emotion in interactive narratives are discussed.


Towards Generating Novel Games Using Conceptual Blending

AAAI Conferences

We sketch the process of creating a novel video game by blending two video games specified in the Video Game Description Language (VGDL), following the COINVENT computational model of conceptual blending. We highlight the choices that need to be made in this process, and discuss the prospects for a computational game designer based on blending.


Cinematic, Ambient, Inhabitable Narrative Environments: Story Systems in Search of an Artificial Intelligence Engine

AAAI Conferences

Cinematic, Ambient, Inhabitable Narrative Environments (CAINEs) are conceptual AI-driven interactive story systems combining text, audio, and visual imagery that are scalable and adaptable to a wide range of storytelling needs and interactor inputs. Conceived by at artist outside the AI community, they represent an opportunity to use AI in a nontraditional and immersive narrative fashion that relies not on the goal-based arrangement of story elements, but on the accretion and association of those elements in the minds of interactors. This paper represents the initial phase of the project’s development.


More May Be Less: Emotional Sharing in an Autonomous Social Robot

AAAI Conferences

We report a study performed with a social robot that autonomously plays a competitive game. By relying on an emotional agent architecture (using an appraisal mechanism) the robot was built with the capabilities of emotional appraisal and thus was able to express and share its emotions verbally throughout the game. Contrary to what was expected, emotional sharing in this context seemed to damage the social interaction with the users.