Europe
A Discrete Event Calculus Implementation of the OCC Theory of Emotion
Sarlej, Margaret Krystyna (University of New South Wales) | Ryan, Malcolm (University of New South Wales)
Characters are a critical part of storytelling and emotion is a vital part of character. Readers generally credit characters with human emotions, and it is these emotions which bring meaning to stories. To computationally construct interesting and meaningful stories we need a model of emotion which allows us to predict characters’ reactions to events in the world. There are many different psychological theories of emotion; the most popular to date for computational applications is the OCC theory. This paper describes a Discrete Event Calculus implementation of the OCC Theory of Emotion. To evaluate our system, we apply it to a selection of Aesop’s fables, and compare the output to the emotions readers expect in the same situations based on a survey.
Automaticity and Expressive Behavior in Virtual Actors: Notes on the Organization of Mammalian Behavior Systems
Horswill, Ian D. (Northwestsern University)
Much of the most expressive behavior in humans - expressions of shock or alarm, gaze aversion, or explosive rage - are the result of automatic processes that engage before deliberative processing can respond. In some cases, such as weeping, the deliberative system may have only limited ability to override the automatic system. These processes are implemented by a network of phylogenetically old, special purpose, somewhat redundant systems that give rise to the particular idiosyncratic behavior we associate with automatic reactions to emotional events. In this paper, I'll review some of the ethological and neuropsychological results on low-level systems related to threat response, and their relation to the simulation of virtual characters. I will also discuss work in progress on building a medium-fidelity simulation of these systems.
Suggesting New Plot Elements for an Interactive Story
Giannatos, Spyridon (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an author's aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an author's goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.
Optimizing Visual Properties of Game Content Through Neuroevolution
Liapis, Antonios (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen) | Togelius, Julian (IT University of Copenhagen)
This paper presents a search-based approach to generating game content that satisfies both gameplay requirements and user-expressed aesthetic criteria. Using evolutionary constraint satisfaction, we search for spaceships (for a space combat game) represented as compositional pattern-producing networks. While the gameplay requirements are satisfied by ad-hoc defined constraints, the aesthetic evaluation function can also be informed by human aesthetic judgement. This is achieved using indirect interactive evolution, where an evaluation function re-weights an array of aesthetic criteria based on the choices of a human player. Early results show that we can create aesthetically diverse and interesting spaceships while retaining in-game functionality.
Simulating Mechanics to Study Emergence in Games
Dormans, Joris (Amsterdam University of Applied Sciences)
This paper presents the latest version of the Machinations framework. This framework uses diagrams to represent the flow of tangible and abstract resources through a game. This flow represents the mechanics that make up a game’s interbal economy and has a large impact on the emergent gameplay of most simulation games, strategy games and board games. This paper shows how Machinations diagrams can be used simulate and balance games before they are built.
Consistent Query Answering via ASP from Different Perspectives: Theory and Practice
Manna, Marco, Ricca, Francesco, Terracina, Giorgio
A data integration system provides transparent access to different data sources by suitably combining their data, and providing the user with a unified view of them, called global schema. However, source data are generally not under the control of the data integration process, thus integrated data may violate global integrity constraints even in presence of locally-consistent data sources. In this scenario, it may be anyway interesting to retrieve as much consistent information as possible. The process of answering user queries under global constraint violations is called consistent query answering (CQA). Several notions of CQA have been proposed, e.g., depending on whether integrated information is assumed to be sound, complete, exact or a variant of them. This paper provides a contribution in this setting: it uniforms solutions coming from different perspectives under a common ASP-based core, and provides query-driven optimizations designed for isolating and eliminating inefficiencies of the general approach for computing consistent answers. Moreover, the paper introduces some new theoretical results enriching existing knowledge on decidability and complexity of the considered problems. The effectiveness of the approach is evidenced by experimental results. To appear in Theory and Practice of Logic Programming (TPLP).
On the Parameterized Complexity of Default Logic and Autoepistemic Logic
Meier, Arne, Schmidt, Johannes, Thomas, Michael, Vollmer, Heribert
We investigate the application of Courcelle's Theorem and the logspace version of Elberfeld etal. in the context of the implication problem for propositional sets of formulae, the extension existence problem for default logic, as well as the expansion existence problem for autoepistemic logic and obtain fixed-parameter time and space efficient algorithms for these problems. On the other hand, we exhibit, for each of the above problems, families of instances of a very simple structure that, for a wide range of different parameterizations, do not have efficient fixed-parameter algorithms (even in the sense of the large class XPnu), unless P=NP.
Learning Sentence-internal Temporal Relations
In this paper we propose a data intensive approach for inferring sentence-internal temporal relations. Temporal inference is relevant for practical NLP applications which either extract or synthesize temporal information (e.g., summarisation, question answering). Our method bypasses the need for manual coding by exploiting the presence of markers like after", which overtly signal a temporal relation. We first show that models trained on main and subordinate clauses connected with a temporal marker achieve good performance on a pseudo-disambiguation task simulating temporal inference (during testing the temporal marker is treated as unseen and the models must select the right marker from a set of possible candidates). Secondly, we assess whether the proposed approach holds promise for the semi-automatic creation of temporal annotations. Specifically, we use a model trained on noisy and approximate data (i.e., main and subordinate clauses) to predict intra-sentential relations present in TimeBank, a corpus annotated rich temporal information. Our experiments compare and contrast several probabilistic models differing in their feature space, linguistic assumptions and data requirements. We evaluate performance against gold standard corpora and also against human subjects.
Well-Definedness and Efficient Inference for Probabilistic Logic Programming under the Distribution Semantics
Riguzzi, Fabrizio, Swift, Terrance
The distribution semantics is one of the most prominent approaches for the combination of logic programming and probability theory. Many languages follow this semantics, such as Independent Choice Logic, PRISM, pD, Logic Programs with Annotated Disjunctions (LPADs) and ProbLog. When a program contains functions symbols, the distribution semantics is well-defined only if the set of explanations for a query is finite and so is each explanation. Well-definedness is usually either explicitly imposed or is achieved by severely limiting the class of allowed programs. In this paper we identify a larger class of programs for which the semantics is well-defined together with an efficient procedure for computing the probability of queries. Since LPADs offer the most general syntax, we present our results for them, but our results are applicable to all languages under the distribution semantics. We present the algorithm "Probabilistic Inference with Tabling and Answer subsumption" (PITA) that computes the probability of queries by transforming a probabilistic program into a normal program and then applying SLG resolution with answer subsumption. PITA has been implemented in XSB and tested on six domains: two with function symbols and four without. The execution times are compared with those of ProbLog, cplint and CVE, PITA was almost always able to solve larger problems in a shorter time, on domains with and without function symbols.
Identifying relationships between drugs and medical conditions: winning experience in the Challenge 2 of the OMOP 2010 Cup
There is a growing interest in using a longitudinal observational databases to detect drug safety signal. In this paper we present a novel method, which we used online during the OMOP Cup. We consider homogeneous ensembling, which is based on random re-sampling (known, also, as bagging) as a main innovation compared to the previous publications in the related field. This study is based on a very large simulated database of the 10 million patients records, which was created by the Observational Medical Outcomes Partnership (OMOP). Compared to the traditional classification problem, the given data are unlabelled. The objective of this study is to discover hidden associations between drugs and conditions. The main idea of the approach, which we used during the OMOP Cup is to compare the numbers of observed and expected patterns. This comparison may be organised in several different ways, and the outcomes (base learners) may be quite different as well. It is proposed to construct the final decision function as an ensemble of the base learners. Our method was recognised formally by the Organisers of the OMOP Cup as a top performing method for the Challenge N2.