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A Cultural Computing Approach to Interactive Narrative: The Case of the Living Liberia Fabric

AAAI Conferences

This position paper presents an approach to computational narrative based in cognitive linguistics and sociolinguistics accounts of conceptual blending, metaphor, and narrative, multimedia semantics, human-centered interface design, and digital media art practice. In particular, as a case study, we describe the Living Liberia Fabric, an AI-based interactive narrative system developed in affiliation with the Truth and Reconciliation Commission (TRC) of Liberia to memorialize a fourteen-year civil war. The Living Liberia Fabric project is led by Fox Harrell and executed in the Imagination, Computation, and Expression (ICE) Laboratory at Georgia Tech. The system exemplifies a cultural computing approach (grounding computing practices in a wider range of specific cultural traditions and values than those that are privileged in computer science).


Random Graph Generator for Bipartite Networks Modeling

arXiv.org Artificial Intelligence

The purpose of this article is to introduce a new iterative algorithm with properties resembling real life bipartite graphs. The algorithm enables us to generate wide range of random bigraphs, which features are determined by a set of parameters.We adapt the advances of last decade in unipartite complex networks modeling to the bigraph setting. This data structure can be observed in several situations. However, only a few datasets are freely available to test the algorithms (e.g. community detection, influential nodes identification, information retrieval) which operate on such data. Therefore, artificial datasets are needed to enhance development and testing of the algorithms. We are particularly interested in applying the generator to the analysis of recommender systems. Therefore, we focus on two characteristics that, besides simple statistics, are in our opinion responsible for the performance of neighborhood based collaborative filtering algorithms. The features are node degree distribution and local clustering coeficient.


Fuzzy Micro-Agents for Interactive Narrative

AAAI Conferences

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.


Using Machine Translation to Convert Between Difficulties in Rhythm Games

AAAI Conferences

A method is presented for converting between Guitar Hero difficulty levels by treating the problem as one of machine translation, with the different difficulties as different languages. The Guitar Hero I and II discs provide aligned corpora with which to train bigram-based language models and translation models. Given an Expert sequence, the model can create sequences of Hard, Medium, or Easy difficulty that retain the feel of the original, while obeying heuristics typical of those difficulties. Training the model requires a single pass through the corpus, while translation is quadratic in the length of the Expert sequence. The method outperforms a recurrent neural network in producing sequences that match the hand-designed levels. The method may make it easier for amateurs to produce content for the Rock Band Network.


Invited Talks

AAAI Conferences

Chris Jurney (Lead Programmer, Double Fine Productions) Sumit Basu (Microsoft Research) Chris Jurney is a rock and roll experimental game For those who can play an instrument or have a respectable programmer at Double Fine Productions, with 11 singing voice, music can be a wonderful years experience in games and simulation. He has means of creative expression, social engagement, shipped 4 titles in the games industry: Company of and fun. For many others, though, it can be frustrating Heroes, Frontline: Fuel of War, Dawn of War 2, and and inaccessible: even if an inspired youth Brutal Legend. Jurney frequently speaks on the topic has great musical ideas, she may not have the of game AI, having presented at the Game Developers knowledge or ability to get her latest song out from Conference (GDC), GDC China, Columbia her head and into her MP3 player. In this talk, Basu will show three vignettes of how he and his colleagues University, the University of Pennsylvania, and the have used interactive machine learning to New Jersey and Philadelphia chapters of the International extend the creative reach of aspiring musicians: a Game Developers Association (IGDA).


Narrative Planning: Balancing Plot and Character

Journal of Artificial Intelligence Research

Narrative, and in particular storytelling, is an important part of the human experience. Consequently, computational systems that can reason about narrative can be more effective communicators, entertainers, educators, and trainers. One of the central challenges in computational narrative reasoning is narrative generation, the automated creation of meaningful event sequences. There are many factors -- logical and aesthetic -- that contribute to the success of a narrative artifact. Central to this success is its understandability. We argue that the following two attributes of narratives are universal: (a) the logical causal progression of plot, and (b) character believability. Character believability is the perception by the audience that the actions performed by characters do not negatively impact the audience's suspension of disbelief. Specifically, characters must be perceived by the audience to be intentional agents. In this article, we explore the use of refinement search as a technique for solving the narrative generation problem -- to find a sound and believable sequence of character actions that transforms an initial world state into a world state in which goal propositions hold. We describe a novel refinement search planning algorithm -- the Intent-based Partial Order Causal Link (IPOCL) planner -- that, in addition to creating causally sound plot progression, reasons about character intentionality by identifying possible character goals that explain their actions and creating plan structures that explain why those characters commit to their goals. We present the results of an empirical evaluation that demonstrates that narrative plans generated by the IPOCL algorithm support audience comprehension of character intentions better than plans generated by conventional partial-order planners.


A Simple CW-SSIM Kernel-based Nearest Neighbor Method for Handwritten Digit Classification

arXiv.org Machine Learning

We propose a simple kernel based nearest neighbor approach for handwritten digit classification. The "distance" here is actually a kernel defining the similarity between two images. We carefully study the effects of different number of neighbors and weight schemes and report the results. With only a few nearest neighbors (or most similar images) to vote, the test set error rate on MNIST database could reach about 1.5%-2.0%,


Learning Multi-modal Similarity

arXiv.org Artificial Intelligence

In many applications involving multi-media data, the definition of similarity between items is integral to several key tasks, e.g., nearest-neighbor retrieval, classification, and recommendation. Data in such regimes typically exhibits multiple modalities, such as acoustic and visual content of video. Integrating such heterogeneous data to form a holistic similarity space is therefore a key challenge to be overcome in many real-world applications. We present a novel multiple kernel learning technique for integrating heterogeneous data into a single, unified similarity space. Our algorithm learns an optimal ensemble of kernel transfor- mations which conform to measurements of human perceptual similarity, as expressed by relative comparisons. To cope with the ubiquitous problems of subjectivity and inconsistency in multi- media similarity, we develop graph-based techniques to filter similarity measurements, resulting in a simplified and robust training procedure.


Transfer Learning in Collaborative Filtering for Sparsity Reduction

AAAI Conferences

Data sparsity is a major problem for collaborative filtering (CF) techniques in recommender systems, especially for new users and items. We observe that, while our target data are sparse for CF systems, related and relatively dense auxiliary data may already exist in some other more mature application domains. In this paper, we address the data sparsity problem in a target domain by transferring knowledge about both users and items from auxiliary data sources. We observe that in different domains the user feedbacks are often heterogeneous such as ratings vs. clicks. Our solution is to integrate both user and item knowledge in auxiliary data sources through a principled matrix-based transfer learning framework that takes into account the data heterogeneity. In particular, we discover the principle coordinates of both users and items in the auxiliary data matrices, and transfer them to the target domain in order to reduce the effect of data sparsity. We describe our method, which is known as coordinate system transfer or CST, and demonstrate its effectiveness in alleviating the data sparsity problem in collaborative filtering. We show that our proposed method can significantly outperform several state-of-the-art solutions for this problem.


Gaudii: An Automated Graphic Design Expert System

AAAI Conferences

Graphic design is the process of creating graphics to meet specific commercial needs based on knowledge of layout principles and esthetic concepts. This is usually an iterative trial and error process which requires a lot of time even for expert designers. This expert knowledge can be modelled, represented and used by a computer to perform design activities. This paper describes a novel approach named Gaudii (standing for "Intelligent Automated Graphic Design Generator") which utilizes principles and techniques known from the fields of Evolutionary Computation and Fuzzy Logic to automatically obtain design elements. Experimental results that demonstrate the potential of the proposed approach are presented in the area of poster design.