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Keeping the Player on an Emotional Trajectory in Interactive Storytelling

AAAI Conferences

Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.


Reports on the 2015 AAAI Spring Symposium Series

AI Magazine

The AAAI 2015 Spring Symposium Series was held Monday through Wednesday, March 23-25, at Stanford University near Palo Alto, California. The titles of the seven symposia were Ambient Intelligence for Health and Cognitive Enhancement, Applied Computational Game Theory, Foundations of Autonomy and Its (Cyber) Threats: From Individuals to Interdependence, Knowledge Representation and Reasoning: Integrating Symbolic and Neural Approaches, Logical Formalizations of Commonsense Reasoning, Socio-Technical Behavior Mining: From Data to Decisions, Structured Data for Humanitarian Technologies: Perfect Fit or Overkill? and Turn-Taking and Coordination in Human-Machine Interaction.The highlights of each symposium are presented in this report.


A Summary of the Twenty-Ninth AAAI Conference on Artificial Intelligence

AI Magazine

The AAAI-15 organizing committee of about 60 researchers arranged many of the traditional AAAI events, including the Innovative Applications of Artificial Intelligence (IAAI) Conference, tutorials, workshops, the video competition, senior member summary talks (on well-developed bodies of research or important new research areas), and What's Hot talks (on research trends observed in other AIrelated conferences and, for the first time, competitions). Innovations of AAAI-15 included software and hardware demonstration programs, a virtual agent exhibition, a computer-game showcase, a funding information session with program directors from different funding agencies, and Blue Sky Idea talks (on visions intended to stimulate new directions in AI research) with awards funded by the CRA Computing Community Consortium. Seven invited talks surveyed AI research in academia and industry and its impact on society. Attendees kept track of the program through a smartphone app as well as social media channels.


Advice Provision for Energy Saving in Automobile Climate-Control System

AI Magazine

Reducing energy consumption of climate control systems is important in order to reduce human environmental footprint. The need to save energy becomes even greater when considering an electric car, since heavy use of the climate control system may exhaust the battery. In this article we consider a method for an automated agent to provide advice to drivers which will motivate them to reduce the energy consumption of their climate control unit. Our approach takes into account both the energy consumption of the climate control system and the expected comfort level of the driver. We therefore build two models, one for assessing the energy consumption of the climate control system as a function of the systemโ€™s settings, and the other, models human comfort level as a function of the climate control systemโ€™s settings. Using these models, the agent provides advice to the driver considering how to set the climate control system. The agent advises settings which try to preserve a high level of comfort while consuming as little energy as possible. We empirically show that drivers equipped with our agent which provides them with advice significantly save energy as compared to drivers not equipped with our agent.


Achieving Goals Quickly Using Real-time Search: Experimental Results in Video Games

Journal of Artificial Intelligence Research

In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains.


Learning without Recall by Random Walks on Directed Graphs

arXiv.org Machine Learning

We consider a network of agents that aim to learn some unknown state of the world using private observations and exchange of beliefs. At each time, agents observe private signals generated based on the true unknown state. Each agent might not be able to distinguish the true state based only on her private observations. This occurs when some other states are observationally equivalent to the true state from the agent's perspective. To overcome this shortcoming, agents must communicate with each other to benefit from local observations. We propose a model where each agent selects one of her neighbors randomly at each time. Then, she refines her opinion using her private signal and the prior of that particular neighbor. The proposed rule can be thought of as a Bayesian agent who cannot recall the priors based on which other agents make inferences. This learning without recall approach preserves some aspects of the Bayesian inference while being computationally tractable. By establishing a correspondence with a random walk on the network graph, we prove that under the described protocol, agents learn the truth exponentially fast in the almost sure sense. The asymptotic rate is expressed as the sum of the relative entropies between the signal structures of every agent weighted by the stationary distribution of the random walk.


Non-normal modalities in variants of Linear Logic

arXiv.org Artificial Intelligence

This article presents modal versions of resource-conscious logics. We concentrate on extensions of variants of Linear Logic with one minimal non-normal modality. In earlier work, where we investigated agency in multi-agent systems, we have shown that the results scale up to logics with multiple non-minimal modalities. Here, we start with the language of propositional intuitionistic Linear Logic without the additive disjunction, to which we add a modality. We provide an interpretation of this language on a class of Kripke resource models extended with a neighbourhood function: modal Kripke resource models. We propose a Hilbert-style axiomatization and a Gentzen-style sequent calculus. We show that the proof theories are sound and complete with respect to the class of modal Kripke resource models. We show that the sequent calculus admits cut elimination and that proof-search is in PSPACE. We then show how to extend the results when non-commutative connectives are added to the language. Finally, we put the logical framework to use by instantiating it as logics of agency. In particular, we propose a logic to reason about the resource-sensitive use of artefacts and illustrate it with a variety of examples.


On Transitive Consistency for Linear Invertible Transformations between Euclidean Coordinate Systems

arXiv.org Machine Learning

Transitive consistency is an intrinsic property for collections of linear invertible transformations between Euclidean coordinate frames. In practice, when the transformations are estimated from data, this property is lacking. This work addresses the problem of synchronizing transformations that are not transitively consistent. Once the transformations have been synchronized, they satisfy the transitive consistency condition - a transformation from frame $A$ to frame $C$ is equal to the composite transformation of first transforming A to B and then transforming B to C. The coordinate frames correspond to nodes in a graph and the transformations correspond to edges in the same graph. Two direct or centralized synchronization methods are presented for different graph topologies; the first one for quasi-strongly connected graphs, and the second one for connected graphs. As an extension of the second method, an iterative Gauss-Newton method is presented, which is later adapted to the case of affine and Euclidean transformations. Two distributed synchronization methods are also presented for orthogonal matrices, which can be seen as distributed versions of the two direct or centralized methods; they are similar in nature to standard consensus protocols used for distributed averaging. When the transformations are orthogonal matrices, a bound on the optimality gap can be computed. Simulations show that the gap is almost right, even for noise large in magnitude. This work also contributes on a theoretical level by providing linear algebraic relationships for transitively consistent transformations. One of the benefits of the proposed methods is their simplicity - basic linear algebraic methods are used, e.g., the Singular Value Decomposition (SVD). For a wide range of parameter settings, the methods are numerically validated.


Evolutionary Dynamics of Multi-Agent Learning: A Survey

Journal of Artificial Intelligence Research

The interaction of multiple autonomous agents gives rise to highly dynamic and nondeterministic environments, contributing to the complexity in applications such as automated financial markets, smart grids, or robotics. Due to the sheer number of situations that may arise, it is not possible to foresee and program the optimal behaviour for all agents beforehand. Consequently, it becomes essential for the success of the system that the agents can learn their optimal behaviour and adapt to new situations or circumstances. The past two decades have seen the emergence of reinforcement learning, both in single and multi-agent settings, as a strong, robust and adaptive learning paradigm. Progress has been substantial, and a wide range of algorithms are now available. An important challenge in the domain of multi-agent learning is to gain qualitative insights into the resulting system dynamics. In the past decade, tools and methods from evolutionary game theory have been successfully employed to study multi-agent learning dynamics formally in strategic interactions. This article surveys the dynamical models that have been derived for various multi-agent reinforcement learning algorithms, making it possible to study and compare them qualitatively. Furthermore, new learning algorithms that have been introduced using these evolutionary game theoretic tools are reviewed. The evolutionary models can be used to study complex strategic interactions. Examples of such analysis are given for the domains of automated trading in stock markets and collision avoidance in multi-robot systems. The paper provides a roadmap on the progress that has been achieved in analysing the evolutionary dynamics of multi-agent learning by highlighting the main results and accomplishments.


Identifying manifolds underlying group motion in Vicsek agents

arXiv.org Machine Learning

In a topological sense, we describe these changes as switching between low-dimensional embedding manifolds underlying a group of evolving agents. To characterize such manifolds, first we introduce a simple mapping of agents between time-steps. Then, we construct a novel metric which is susceptible to variations in the collective motion, thus revealing distinct underlying manifolds. The method is validated through three sample scenarios simulated using a Vicsek model, namely switching of speed, coordination, and structure of a group. Combined with a dimensionality reduction technique that is used to infer the dimensionality of the embedding manifold, this approach provides an effective model-free framework for the analysis of collective behavior across animal species. In animal groups, the response to a perturbation--internal or external--is often manifested in the form of changes in group speed, coordination, or structure [3,5,11,16,27]. Such changes are witnessed in fish schools and bird flocks under attack [15,17,22], foraging animal groups [4, 8], and human crowds exposed to alarm situations leading to panic [12, 19]. Based on our recent effort demonstrating that collective motion is associated with a low-dimensional embedding [1, 2, 6, 7, 10], we expect that such behavioral changes should be manifested in variation of the topology of an underlying manifold.