Country
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
Barve, Chinmay (Georgia Institute of Technology) | Hajarnis, Sanjeet ( Georgia Institute of Technology ) | Karnik, Devika ( Georgia Institute of Technology ) | Riedl, Mark ( Georgia Institute of Technology )
An Alternate Reality Game (ARG) is an interactive narrative that uses the real world as a platform. An ARG layers a fictional world over the real world such that, as a player moves through the real world, a narrative structure plays out. Although ARGs are growing in popularity, they are significantly limited in several ways that prevent ARGs from being utilized by mainstream game players. First, there is a substantial cost in running an ARG, limiting the number of players that can participate in an ARG at any given time. Second, ARG storylines reference real world geographical locations and landmarks in the real world to advance the narrative structure. In this paper, we introduce a suite of technologies designed to overcome scalability issues of ARGs by automating the delivery of the game and by encouraging end-user authoring of new location-specific storylines.
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
Rowe, Jonathan P. (North Carolina State University) | Lester, James C. (North Carolina State University)
Recent years have seen a growing interest in interactive narrative systems that dynamically adapt story experiences in response to users’ actions, preferences, and goals. However, relatively little empirical work has investigated runtime models of user knowledge for informing interactive narrative adaptations. User knowledge about plot scenarios, story environments, and interaction strategies is critical in a range of interactive narrative contexts, such as mystery and detective genre stories, as well as narrative scenarios for education and training. This paper proposes a dynamic Bayesian network approach for modeling user knowledge in interactive narrative environments. A preliminary version of the model has been implemented for the Crystal Island interactive narrative-centered learning environment. Results from an initial empirical evaluation suggest several future directions for the design and evaluation of user knowledge models for guiding interactive narrative generation and adaptation.
The Pataphysic Institute
Eladhari, Mirjam Palosaari (Gotland University)
The Pataphysic Institute (PI) is a research prototype multi-player game world. In PI, the personalities of the inhabitants are the base for the game mechanics. When interacting with other characters the potential emotional reactions depend upon avatars' current mood and personality. PI is built with inspiration from personality psychology and affect theory in an attempt to mimic possible emotional responses in order to give the player support in role-playing. The mental states of characters depend on their personalities and on their current moods. Moods differ according to context and to recent experiences. Emotional experiences become memories and define the relationships between characters. The mental state is the sum of the character and governs what actions can be performed in a given moment. In order to do certain things the characters need to be in certain moods — and for this the players need to game their avatars' emotions, and game their relationships.
Minstrel Remixed: Procedurally Generating Stories
Tearse, Brandon Robert (University of California at Santa Cruz) | Wardrip-Fruin, Noah (University of California at Santa Cruz) | Mateas, Michael (University of California at Santa Cruz)
The first major story generation system, which preceded Minstrel and which While ongoing progress in digital entertainment also received significant attention, is Tale-Spin (Meehan technology continues, commercial designers still largely 1977). Like Minstrel, this system generates stories which eschew systems for procedural story generation, preferring satisfy user-submitted requirements. Tale-Spin creates instead to generate content by hand. In the academic English stories by planning a method for the main literature, projects such as (Appling & Riedl 2009, Roberts character to achieve her or his goal, using inferences and & Isbell 2009) continue to investigate ways to improve the rules to generate a large number of details about a story nuances of interactive storytelling while others attempt to (many of which do little contribute to an audience create their own systems to investigate ways to use experience). This contrasts nicely with Minstrel, which knowledge from interactive narrative and story generation performs no logical inferences and which performs all in new fields such as playable games (Drachen & Hitchens actions from the point of view of an author, manipulating et al. 2009, Sullivan, Mateas & Wardrip-Fruin 2009).
Fuzzy Micro-Agents for Interactive Narrative
Magerko, Brian (Georgia Tech) | Fiesler, Casey ( Georgia Institute of Technology ) | Baumer, Allan (Georgia Institute of Technology)
This paper describes our current approach in implementing computational improvisational micro-agents. This approach is intended to foster bottom-up research to better understand how to build more complex agent behaviors in a theatrical improvisational setting. Micro-agent designs are based on our current findings in a multi-year study focused on studying real life theatrical improvisers with an aim towards better understanding the cognition employed inimprovisation at the individual and group level. It also introduces a key architectural component from the domain of fuzzy logic that enables us to clearly represent some of our current findings.
Report on the Third Conference on Artificial General Intelligence
Goertzel, Ben (Novamente LLC) | Hutter, Marcus (Australian National University)
The second Future of Humanity Institute on AGI and keynote was by Tecnalia neuroscientist Randal possible paths to technological singularity. Koene, who also gave a tutorial on the connection While the community of AGI researchers is between reinforcement learning models in AI and nowhere near a consensus on the best approach to in computational neuroscience. Koene's keynote the original, grand goal of the AI field, it's clear focused on technologies enabling detailed brain that the pursuit of the goal is alive and well, and imaging and whole-brain emulation and on the yielding interesting discoveries and discussions.
Introduction to the Special Issue on Question Answering
Gunning, David (Vulcan, Inc.) | Chaudhri, Vinay K. (SRI International) | Welty, Chris (IBM T. J. Watson Research Center)
This special issue issue of AI Magazine presents six articles on some of the most interesting question answering systems in development today. Included are articles on Project, the Semantic Research, Watson, True Knowledge, and TextRunner (University of Washington’s clever use of statistical NL techniques to answer questions across the open web).
Building Watson: An Overview of the DeepQA Project
Ferrucci, David (IBM T. J. Watson Research Center) | Brown, Eric (IBM T. J. Watson Research Center) | Chu-Carroll, Jennifer (IBM T. J. Watson Research Center) | Fan, James (IBM T. J. Watson Research Center) | Gondek, David (IBM T. J. Watson Research Center) | Kalyanpur, Aditya A. (IBM T. J. Watson Research Center) | Lally, Adam (IBM T. J. Watson Research Center) | Murdock, J. William (IBM T. J. Watson Research Center) | Nyberg, Eric (Carnegie Mellon University) | Prager, John (IBM T. J. Watson Research Center) | Schlaefer, Nico (Carnegie Mellon University) | Welty, Chris (IBM T. J. Watson Research Center)
IBM Research undertook a challenge to build a computer system that could compete at the human champion level in real time on the American TV Quiz show, Jeopardy! The extent of the challenge includes fielding a real-time automatic contestant on the show, not merely a laboratory exercise. The Jeopardy! Challenge helped us address requirements that led to the design of the DeepQA architecture and the implementation of Watson. After 3 years of intense research and development by a core team of about 20 researches, Watson is performing at human expert-levels in terms of precision, confidence and speed at the Jeopardy! Quiz show. Our results strongly suggest that DeepQA is an effective and extensible architecture that may be used as a foundation for combining, deploying, evaluating and advancing a wide range of algorithmic techniques to rapidly advance the field of QA.
Project Halo Update—Progress Toward Digital Aristotle
Gunning, David (Vulcan, Inc.) | Chaudhri, Vinay K. (SRI International) | Clark, Peter E. (Boeing Research and Technology) | Barker, Ken (University of Texas at Austin) | Chaw, Shaw-Yi (University of Texas at Austin) | Greaves, Mark (Vulcan, Inc.) | Grosof, Benjamin (Vulcan, Inc.) | Leung, Alice (Raytheon BBN Technologies Corporation) | McDonald, David D. (Raytheon BBN Technologies Corporation) | Mishra, Sunil (SRI International) | Pacheco, John (SRI International) | Porter, Bruce (University of Texas at Austin) | Spaulding, Aaron (SRI International) | Tecuci, Dan (University of Texas at Austin) | Tien, Jing (SRI International)
In the winter, 2004 issue of AI Magazine, we reported Vulcan Inc.'s first step toward creating a question-answering system called "Digital Aristotle." The goal of that first step was to assess the state of the art in applied Knowledge Representation and Reasoning (KRR) by asking AI experts to represent 70 pages from the advanced placement (AP) chemistry syllabus and to deliver knowledge-based systems capable of answering questions from that syllabus. This paper reports the next step toward realizing a Digital Aristotle: we present the design and evaluation results for a system called AURA, which enables domain experts in physics, chemistry, and biology to author a knowledge base and that then allows a different set of users to ask novel questions against that knowledge base. These results represent a substantial advance over what we reported in 2004, both in the breadth of covered subjects and in the provision of sophisticated technologies in knowledge representation and reasoning, natural language processing, and question answering to domain experts and novice users.
Report on the Twenty-Third International Florida Artificial Intelligence Research Society Conference (FLAIRS-23)
Murray, R. Charles (Carnegie Mellon University) | Guesgen, Hans W. (Massey University)
The Best Paper award went to Sidney D'Mello, Blair Lehman, and Natalie Person for "Expert Tutors' Feedback Is Immediate, Direct, and Discriminating" in the special track on Intelligent Tutoring Systems. The Best Student Paper award went to Rong Hu, Brian Mac Namee, and Sarah Jane Delany for "Off to a Good Start: Using Clustering to Select the Initial Training Set in Active Learning" in the general conference. The Best Poster award went to Robert Holder for "Problem Space Analysis for Library Generation and Algorithm Selection in Real-Time Systems" in the general conference. In addition to a diverse assortment of papers and British Columbia, who presented "What Should posters presented at the conference, FLAIRS-23 featured the World-Wide Mind Believe? Information about FLAIRS-24, University, who presented "Rational Ways of Talking"; including the call for papers, is available online at and Janet L. Kolodner of the Georgia Institute www.flairs-24.info. of Technology, who presented "How Can We Help Université de Paris-Sorbonne, who presented "Reasoning in Natural Language Using Combinatory