Europe
Murder in the Arboretum: Comparing Character Models to Personality Models
Walker, Marilyn (University of California, Santa Cruz) | Lin, Grace (University of California, Santa Cruz) | Sawyer, Jennifer (University of California, Santa Cruz) | Grant, Ricky (University of California, Santa Cruz) | Buell, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Interactive Narrative often involves dialogueย with virtual dramatic characters. In this paper we compareย two kinds of models of character style: one based on models derived fromย the Big Five theory personality, and the other derived from a corpus-basedย method applied to characters and films from the IMSDb archive.ย We apply these models to character utterances for a pilotย narrative-based outdoor augmented reality gameย called Murder in the Arboretum . We use an objectiveย quantitative metric to estimate the quality of a character model, with theย aim of predicting model quality without perceptual experiments.ย We show that corpus-based characterย models derived from individual characters are often more detailedย and specific than personality based models, but that there is a strongย correlation between personality judgments of original character dialogueย and personality judgments of utterances generated for Murder in theย Arboretum that use the derived character models.
The SimpleFPS Planning Domain: A PDDL Benchmark for Proactive NPCs
Vassos, Stavros (National and Kapodistrian University of Athens) | Papakonstantinou, Michail (National and Kapodistrian University of Athens)
In this paper we focus on proactive behavior for non-player characters (NPCs) in the first-person shooter (FPS) genre of video games based on goal-oriented planning. Some recent approaches for applying real-time planning in commercial video games show that the existing hardware is starting to follow up on the computing resources needed for such techniques to work well. Nonetheless, it is not clear under which conditions real-time efficiency can be guaranteed. In this paper we give a precise specification of SimpleFPS, a STRIPS planning domain expressed in PDDL that captures some basic planning tasks that may be useful in a first person shooter video game. This is intended to work as a first step towards quantifying the performance of different planning techniques that may be used in real-time to guide the behavior of NPCs. We present a simple tool we developed for generating random planning problem instances in PDDL with user defined properties, and show some preliminary results based on SimpleFPS instances that vary in the size of the domain and two well-known planners from the planning community.
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 charactersโ 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 Aesopโs fables, and compare the output to the emotions readers expect in the same situations based on a survey.
Learning Director Agent Strategies: An Inductive Framework for Modeling Director Agents
Lee, Seung (North Carolina State University) | Mott, Bradford (North Carolina State University) | Lester, James (North Carolina State University)
Interactive narrative environments offer significant potential for creating engaging narrative experiences that are tailored to individual users. Increasingly, applications in education, training, and entertainment are leveraging narrative to create rich interactive experiences in virtual storyworlds. A key challenge posed by these environments is devising accurate models of director agentsโ strategies that determine the most appropriate director action to perform for crafting customized story experiences. A promising approach is developing an empirically informed model of director agentsโ decision-making strategies. In this paper, we propose a framework for learning models of director agent decision-making strategies by observing human-human interactions in an interactive narrative-centered learning environment. The results are encouraging and suggest that creating empirically driven models of director agent decision-making is a promising approach to interactive narrative.
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.
Corpus Annotation in Service of Intelligent Narrative Technologies
Finlayson, Mark Alan (Massachusetts Institute of Technology)
Annotated corpora have stimulated great advances in the language sciences. The time is ripe to bring that same stimulation, and consequent benefits, to computational approaches to narrative. I describe an effort to construct a corpus of semantically annotated stories. I outline the structure of the corpus, a structure which colloquially can be described as a "handful of handfuls." One handful of the corpus has already been constructed, viz., 18k words of Russian folktales. There are two handfuls under construction: legal cases focused on the area of probable cause, and stories from Islamist Extremist Jihadists. Four more handfuls are being planned: folktales from Chinese, English, and a West Asian culture, and stories of international conventional and cyber conflicts. There are numerous additional handfuls under discussion. The main focus of the corpus so far has been on textual materials that are annotated for their surface semantics using conventional annotation tools and techniques; nonetheless, there are numerous novel dimensions along which the corpus might grow and become useful for different communities. In particular I propose for discussion the outlines of a few novel sources, annotation schemes, and collection methodologies that could potentially make the corpus of great use to the interactive narrative or narrative generation communities.
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).
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.
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.