Europe
Can Accomplices to Fraud Will Themselves to Innocence, and Thereby Dodge Counter-Fraud Machines?
Bringsjord, Selmer (Rensselaer Polytechnic Institute (RPI) | Bringsjord, Alexander (Deep Detection LLC)
This brief paper explores the consequences of agnosticism with respect to whether a given human agent B is guilty of fraud. We find that if a human A is agnostic with respect to whether a human fraudster B is guilty of fraud, A, on the only formal definition of fraud that we are aware of, is her/himself provably not guilty of fraud. This means that a counter-fraud machine D based on an implemented version of this definition will classify A as innocent. Hence, if A by simply an act of will can bring it about that A is agnostic, A will evade D
Toward Adversarial Online Learning and the Science of Deceptive Machines
Abramson, Myriam (US Naval Research Laboratory)
Intelligent systems rely on pattern recognition and signature-based approaches for a wide range of sensors enhancing situational awareness. For example, autonomous systems depend on environmental sensors to perform their tasks and secure systems depend on anomaly detection methods. The availability of large amount of data requires the processing of data in a โstreamingโ fashion with online algorithms. Yet, just as online learning can enhance adaptability to a non-stationary environment, it introduces vulnerabilities that can be manipulated by adversaries to achieve their goals while evading detection. Although human intelligence might have evolved from social interactions, machine intelligence has evolved as a human intelligence artifact and been kept isolated to avoid ethical dilemmas. As our adversaries become sophisticated, it might be time to revisit this question and examine how we can combine online learning and reasoning leading to the science of deceptive and counter-deceptive machines.
Modeling Individual Differences through Frequent Pattern Mining on Role-Playing Game Actions
Chen, Zhengxing (Northeastern University) | Nasr, Magy Seif El (Northeastern University) | Canossa, Alessandro (Northeastern University) | Badler, Jeremy (Northeastern University) | Tignor, Stefanie (Northeastern University) | Colvin, Randy (Northeastern University)
There has been much work on player modeling using game behavioral data collected. Many of the previous research projects that targeted this goal used aggregate game statistics as features to develop behavior models using both statistical and machine learning techniques. While existing methods have already led to interesting findings, we suspect that aggregated features discard valuable information such as temporal or sequential patterns, which may be important in deciphering information about decisionmaking, problem solving, or individual differences. Such sequential information is critical to analyze player behaviors especially in role-playing games (RPG) where players can face ample choices, experience different contexts, behave freely with individual propensities but possibly end up with similar aggregated statistics (e.g., levels, time spent). In this paper we intend to develop and apply a modeling technique that takes into consideration sequential patters to decipher individual differences in playing a Role Playing Game (RPG) game. Using an RPG with multiple affordances, we designed an experiment collecting granular in-game behaviors of 64 players. Using closed sequential pattern mining and logistic regression, we developed a model that uses gameplay action sequences to predict the real world characteristics, including gender, game play expertise and five personality traits (as defined by psychology). The results show that game expertise is a dominant factor that impacts in-game behaviors. The contribution of this paper is the algorithms we developed combined with a validation procedure to determine the reliability and validity of the results and the results themselves.
Cinematic, Ambient, Inhabitable Narrative Environments: Story Systems in Search of an Artificial Intelligence Engine
Wingate, Steven Nicholas (South Dakota State University)
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 projectโs development.
Designing Story-Centric Games for Player Emotion: A Theoretical Perspective
Harley, Jason Matthew (Universitรฉ de Montrรฉal) | Rowe, Jonathan P. (North Carolina State University) | Lester, James C. (North Carolina State University) | Frasson, Claude (Universitรฉ de Montrรฉal)
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, playersโ 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
Gow, Jeremy (Goldsmiths, University of London) | Corneli, Joseph (Goldsmiths, University of London)
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.
Robustness and Flexibility of GHOST
Fradin, Julien (Universitรฉ de Nantes) | Richoux, Florian (Universitรฉ de Nantes)
GHOST is a framework to help game developers to model and implement their own optimization problems, or to simply instantiate a problem already encoded in GHOST. Previous works show that GHOST leads to high-quality solutions in some tens of milliseconds for three RTS-related problems: build order, wall-in placementย and target selection. In this paper, we show the robustness of the framework, having very good results for a problem it is not designed for (pathfinding), as well as its flexibility, where it is easy to propose different models of the same problem (resource allocation problem). The goal of the paper is not to improve the state-of-the-art on these problems, but to use them as benchmarks to test GHOST properties.
Towards Generic Models of Player Experience
Shaker, Noor (IT University of Copenhagen) | Shaker, Mohammad (Joseph Fourier University) | Abou-Zleikha, Mohamed (Aalborg University)
Context personalisation is a flourishing area of research with many applications. Context personalisation systems usually employ a user model to predict the appeal of the context to a particular user given a history of interactions. Most of the models used are context-dependent and their applicability is usually limited to the system and the data used for model construction. Establishing models of user experience that are highly scalable while maintaing the performance constitutes an important research direction. In this paper, we propose generic models of user experience in the computer games domain. We employ two datasets collected from players interactions with two games from different genres where accurate models of players experience were previously built. We take the approach one step further by investigating the modelling mechanism ability to generalise over the two datasets. We further examine whether generic features of player behaviour can be defined and used to boost the modelling performance. The accuracies obtained in both experiments indicate a promise for the proposed approach and suggest that game-independent player experience models can be built.
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
Schwab, Patrick (University of Vienna) | Hlavacs, Helmut (University of Vienna)
Hand-coded finite-state machines and behavior trees are the go-to techniques for artificial intelligence (AI) developers that want full control over their character's bearing. However, manually crafting behaviors for computer-controlled agents is a tedious and parameter-dependent task. From a high-level view, the process of designing agent AI by hand usually starts with the determination of a suitable set of action sequences. Once the AI developer has identified these sequences he merges them into a complete behavior by specifying appropriate transitions between them. Automated techniques, such as learning, tree search and planning, are on the other end of the AI toolset's spectrum. They do not require the manual definition of action sequences and adapt to parameter changes automatically. Yet AI developers are reluctant to incorporate them in games because of their performance footprint and lack of immediate designer control. We propose a method that, given the symbolic definition of a problem domain, can automatically extract a transparent behavior model from Goal-Oriented Action Planning (GOAP). The method first observes the behavior exhibited by GOAP in a Monte-Carlo simulation and then evolves a suitable behavior tree using a genetic algorithm. The generated behavior trees are comprehensible, refinable and as performant as hand-crafted ones.
Guardian: A Crowd-Powered Spoken Dialog System for Web APIs
Huang, Ting-Hao Kenneth (Carnegie Mellon University) | Lasecki, Walter S. (University of Michigan) | Bigham, Jeffrey P. (Carnegie Mellon University)
Natural language dialog is an important and intuitive way for people to access information and services. However, current dialog systems are limited in scope, brittle to the richness of natural language, and expensive to produce. This paper introduces Guardian, a crowd-powered framework that wraps existing Web APIs into immediately usable spoken dialog systems. Guardian takes as input the Web API and desired task, and the crowd determines the parameters necessary to complete it, how to ask for them, and interprets the responses from the API. The system is structured so that, over time, it can learn to take over for the crowd. This hybrid systems approach will help make dialog systems both more general and more robust going forward.