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Simulating Plot: Towards a Generative Model of Narrative Structure

AAAI Conferences

This paper explores the application of computer simulation techniques to the fields of literary studies and narratology by developing a model for plot structure and characterization. Using a corpus of 19th Century British novels as a case study, the author begins with a descriptive quantitative analysis of character names, developing a set of stylized facts about the way narratives allocate attention to their characters. The author shows that narrative attention in many novels appears to follow a “long tail” distribution.The author then constructs an explanatory model in NetLogo, demonstrating that basic assumptions about plot structure are sufficient to generate output consistent with the real novels in the corpus.


Modeling Learner’s Cognitive and Metacognitive Strategies in an Open-Ended Learning Environment

AAAI Conferences

The Betty’s Brain computer-based learning system provides an open-ended and choice-rich environment for science learning. Using the learning-by-teaching paradigm paired with feedback and support provided by two pedagogical agents, the system also promotes the development of self-regulated learning strategies to support preparation for future learning. We apply metacognitive learning theories and experiential analysis to interpret the results from previous classroom studies. We propose an integrated cognitive and metacognitive model for effective, self-regulated student learning in the Betty’s Brain environment, and then apply this model to interpret and analyze common suboptimal learning strategies students apply during their learning. This comparison is used to derive feedback for helping learners overcome these difficulties and adopt more effective strategies for regulating their learning. Preliminary results demonstrate that students who were responsive to the feedback had better learning performance.


Reasoning in the Absence of Goals

AAAI Conferences

In creative industries such as design and research it is common to reason about ‘problem-finding’ before tasks or goals can be established. Problem-finding may also continue throughout the problem-solving process, so achieving goals may be an ongoing process of discovery as well as iterative improvement and refinement. This paper considers the design of cognitive systems with complementary processes for both problem-finding and problem-solving. We review a range of approaches that may complement goal-directed reasoning when an artificial system does not or cannot know precisely what it is looking for. We argue that there is a spectrum of approaches that can be used for reasoning in the absence of goals, which make progressively weaker assumptions about the definition and presence goals, and that goal-oriented behavior can be an intermediate result of problem-finding, rather than as a starting point for problem-solving. We demonstrate one such approach based on implicit motives and incentives.


Constructing and Revising Commonsense Science Explanations: A Metareasoning Approach

AAAI Conferences

Reasoning with commonsense science knowledge is an important challenge for Artificial Intelligence. This paper presents a system that revises its knowledge in a commonsense science domain by constructing and evaluating explanations. Domain knowledge is represented using qualitative model fragments, which are used to explain phenomena via model formulation. Metareasoning is used to (1) score competing explanations numerically along several dimensions and (2) evaluate preferred explanations for global consistency. Inconsistencies cause the system to favor alternative explanations and thereby change its beliefs. We simulate the belief changes of several students during clinical interviews about how the seasons change. We show that qualitative models accurately represent student knowledge and that our system produces and revises a sequence of explanations similar those of the students.


CTL Model Update for System Modifications

arXiv.org Artificial Intelligence

Model checking is a promising technology, which has been applied for verification of many hardware and software systems. In this paper, we introduce the concept of model update towards the development of an automatic system modification tool that extends model checking functions. We define primitive update operations on the models of Computation Tree Logic (CTL) and formalize the principle of minimal change for CTL model update. These primitive update operations, together with the underlying minimal change principle, serve as the foundation for CTL model update. Essential semantic and computational characterizations are provided for our CTL model update approach. We then describe a formal algorithm that implements this approach. We also illustrate two case studies of CTL model updates for the well-known microwave oven example and the Andrew File System 1, from which we further propose a method to optimize the update results in complex system modifications.


Scheduling Bipartite Tournaments to Minimize Total Travel Distance

Journal of Artificial Intelligence Research

In many professional sports leagues, teams from opposing leagues/conferences compete against one another, playing inter-league games. This is an example of a bipartite tournament. In this paper, we consider the problem of reducing the total travel distance of bipartite tournaments, by analyzing inter-league scheduling from the perspective of discrete optimization. This research has natural applications to sports scheduling, especially for leagues such as the National Basketball Association (NBA) where teams must travel long distances across North America to play all their games, thus consuming much time, money, and greenhouse gas emissions. We introduce the Bipartite Traveling Tournament Problem (BTTP), the inter-league variant of the well-studied Traveling Tournament Problem. We prove that the 2n-team BTTP is NP-complete, but for small values of n, a distance-optimal inter-league schedule can be generated from an algorithm based on minimum-weight 4-cycle-covers. We apply our theoretical results to the 12-team Nippon Professional Baseball (NPB) league in Japan, producing a provably-optimal schedule requiring 42950 kilometres of total team travel, a 16% reduction compared to the actual distance traveled by these teams during the 2010 NPB season. We also develop a nearly-optimal inter-league tournament for the 30-team NBA league, just 3.8% higher than the trivial theoretical lower bound.


The Language of Search

arXiv.org Artificial Intelligence

This paper is concerned with a class of algorithms that perform exhaustive search on propositional knowledge bases. We show that each of these algorithms defines and generates a propositional language. Specifically, we show that the trace of a search can be interpreted as a combinational circuit, and a search algorithm then defines a propositional language consisting of circuits that are generated across all possible executions of the algorithm. In particular, we show that several versions of exhaustive DPLL search correspond to such well-known languages as FBDD, OBDD, and a precisely-defined subset of d-DNNF. By thus mapping search algorithms to propositional languages, we provide a uniform and practical framework in which successful search techniques can be harnessed for compilation of knowledge into various languages of interest, and a new methodology whereby the power and limitations of search algorithms can be understood by looking up the tractability and succinctness of the corresponding propositional languages.


A Generative Computational Model for Human Hide and Seek Behavior

AAAI Conferences

Hiding and seeking is a cognitive ability frequently demonstrated by humans in both real life and video games. We use machine learning to automatically construct the first computational model of hide/seek behavior in adult humans in a video game like setting. The model is then run generatively in a novel environment and its behavior is found indistinguishable from actual human behavior by a panel of human judges.  In doing so the artificial intelligence agent using the model appears to have passed a version of the Turing test for hiding and seeking.


A Discrete Event Calculus Implementation of the OCC Theory of Emotion

AAAI Conferences

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.


Learning Director Agent Strategies: An Inductive Framework for Modeling Director Agents

AAAI Conferences

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 agents’ 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 agents’ 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.