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Gestural Interactions for Interactive Narrative Co-Creation

AAAI Conferences

This paper describes a gestural approach to interacting with interactive narrative characters that supports co-creativity. It describes our approach using a Microsoft Kinect to created a short scene with an intelligent avatar and an AI-controlled actor. It describes our preliminary user studies and a recommendation for future evaluation.


Glengarry Glen Ross: Using BDI for Sales Game Dialogues

AAAI Conferences

Serious games offer an opportunity for players to learn communication skills by practicing conversations with nonplaying characters (NPCs). To realize this potential, the player needs freedom of play to discover the relationships between its actions and their effects on the partner and the conversation. Scripting is currently the common approach to design in-game dialogue. Although scripting is a robust technique, the approach tends to produce deterministic conversations, allowing little control to the player. It is claimed that a Belief-Desire-Intention (BDI) approach to model the behavior of NPCs allows greater freedom to the player, and delivers better scalability and re-use of dialogues. This claim is evaluated by using BDI in the development of a sales-talk training game in the real-estate domain. It is concluded that BDI enables representative NPCs that respond appropriately and the game allows the player its freedom of choice to explore. The results also showed that BDI brings about new challenges to address, in order to further increase the quality of in-game dialogue.


Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space

AAAI Conferences

We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observable Euclidean space where a team of trackers attempt to minimize their uncertainty about an evasive target. Agents' movement and observation capabilities are restricted by polygonal obstacles, while each agent's knowledge of the other agents is limited to direct observation or periodic updates from team members. Our polynomial-time algorithm is able to generate strategies for games in continuous two-dimensional Euclidean space, an improvement over past algorithms that were only applicable to simple gridworld domains. We demonstrate that our algorithm is tolerant of interruptions in communication between agents, continuing to generate good strategies despite long periods of time where agents are unable to communicate directly. Experiments also show that our technique generates effective strategies quickly, with decision times of less than a second for reasonably sized domains with six or more agents.


Kiting in RTS Games Using Influence Maps

AAAI Conferences

Influence Maps have been successfully used in controlling the navigation of multiple units. In this paper, we apply the idea to the problem of simulating a kiting behavior (also known as ¨attack and flee'¨) in the context of real-time strategy (RTS) games. We present our approach and evaluate it in the popular RTS game StarCraft, where we analyze the benefits that our approach brings to a StarCraft playing bot.


Adversarial Policy Switching with Application to RTS Games

AAAI Conferences

Complex games such as RTS games are naturally formalized as Markov games. Given a Markov game, it is often possible to hand-code or learn a set of policies that capture the diversity of possible strategies. It is also often possible to hand-code or learn an abstract simulator of the game that can estimate the outcome of playing two strategies against one another from any state. We consider how to use such policy sets and simulators to make decisions in large Markov games. Prior work has considered the problem using an approach we call minimax policy switching. At each decision epoch, all policy pairs are simulated against each other from the current state, and the minimax policy is chosen and used to select actions until the next decision epoch. While intuitively appealing, we show that this switching policy can have arbitrarily poor worst case performance. In response, we describe a modified algorithm, monotone policy switching, whose worst case performance, under certain conditions, is provably no worse than the minimax fixed policy in the set. We evaluate these switching policies in both a simulated RTS game and the real game Wargus. The results show the effectiveness of policy switching when the simulator is accurate, and also highlight challenges in the face of inaccurate simulations.


Maxine’s Turing Test – A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music

AAAI Conferences

Beyond the goal of refining system design to the needs and tastes of users, user evaluation of interactive music systems offers a method of examining the nature of musical creativity as understood by its human practitioners. In the case of improvising music systems, user study and evaluation of a system’s ability to improvise may be useful in the ethnomusicological study of musical interaction in contemporary improvised music. A survey of preliminary findings based on the interactions of an improvising system, Maxine, with several improvisers is discussed, with results suggesting methodological reconfigurations of the purpose and goals of evaluating of interactive musical metacreations.


Location-Based Game Platform for Behavioral Data Collection in Disaster Rescue Scenarios

AAAI Conferences

Location-based games are an emerging paradigm for training, simulation, entertainment, health and many other domains. In this paper, we consider the role of location-based games as a platform for data collection and analysis of human behavior. We also examine how human teams perform in a disaster scenario when such a scenario is mapped to a game environment conducted as a location-based augmented reality game. We use a pilot experiment to study human behavior between simulated disaster rescue teams and an integrated commander for the purpose of future research into improving exploitation of local tasks versus exploration of assigned objectives by disaster response teams. We show the results of our pilot experiment, analyze the effectiveness of this game as a data collection platform and then investigate how additional experiments may be conducted to formalize this problem further.


Representing Morals in Terms of Emotion

AAAI Conferences

Morals are an important part of many stories, and central to why storytelling developed in the first place as a means of communication. They have the potential to provide a framework for developing story structure, which could be utilised by modern storytelling systems. To achieve this we need a general representation for morals. We propose patterns of character emotion as a suitable foundation. In this paper, we categorise Aesop’s fables based on the morals they convey, and use them as a source of emotion data corresponding to those morals. We use inductive logic programming to identify relationships between particular patterns of emotion and the morals of the stories in which they arise.


Multi-Agents Dynamic Case Based Reasoning and The Inverse Longest Common Sub-Sequence And Individualized Follow-up of Learners in The CEHL

arXiv.org Artificial Intelligence

In E-learning, there is still the problem of knowing how to ensure an individualized and continuous learner's follow-up during learning process, indeed among the numerous tools proposed, very few systems concentrate on a real time learner's follow-up. Our work in this field develops the design and implementation of a Multi-Agents System Based on Dynamic Case Based Reasoning which can initiate learning and provide an individualized follow-up of learner. When interacting with the platform, every learner leaves his/her traces in the machine. These traces are stored in a basis under the form of scenarios which enrich collective past experience. The system monitors, compares and analyses these traces to keep a constant intelligent watch and therefore detect difficulties hindering progress and/or avoid possible dropping out. The system can support any learning subject. The success of a case-based reasoning system depends critically on the performance of the retrieval step used and, more specifically, on similarity measure used to retrieve scenarios that are similar to the course of the learner (traces in progress). We propose a complementary similarity measure, named Inverse Longest Common Sub-Sequence (ILCSS). To help and guide the learner, the system is equipped with combined virtual and human tutors.


Interactions between Knowledge and Time in a First-Order Logic for Multi-Agent Systems: Completeness Results

Journal of Artificial Intelligence Research

We investigate a class of first-order temporal-epistemic logics for reasoning about multi-agent systems. We encode typical properties of systems including perfect recall, synchronicity, no learning, and having a unique initial state in terms of variants of quantified interpreted systems, a first-order extension of interpreted systems. We identify several monodic fragments of first-order temporal-epistemic logic and show their completeness with respect to their corresponding classes of quantified interpreted systems.