Technology
Towards an Accessible Interface for Story World Building
Poulakos, Steven (Disney Research Zurich) | Kapadia, Mubbasir (Rutgers University) | Schüpfer, Andrea (ETH Zurich) | Zünd, Fabio (ETH Zurich) | Sumner, Robert W. (Disney Research Zurich and ETH Zurich) | Gross, Markus (Disney Research Zurich and ETH Zurich)
In order to use computational intelligence for automated narrative synthesis, domain knowledge of the story world must be defined, a task which is currently confined to experts. This paper discusses the benefits and tradeoffs between agent-centric and event-centric approaches towards authoring the domain knowledge of story worlds. In an effort to democratize story world creation, we present an accessible graphical platform for content creators and even end users to create their own story worlds, populate it with smart characters and objects, and define narrative events that can be used by existing tools for automated narrative synthesis. We demonstrate the potential of our system by authoring a simple bank robbery story world, and integrate it with existing solutions for event-centric planning to synthesize example digital stories.
Refining the Paradigm of Sketching in AI-Based Level Design
Liapis, Antonios (University of Malta) | Yannakakis, Georgios N. (University of Malta)
This paper describes computational processes which can simulate how human designers sketch and then iteratively refine their work. The paper uses the concept of a map sketch as an initial, low-resolution and low-fidelity prototype of a game level, and suggests how such map sketches can be refined computationally. Different case studies with map sketches of different genres showcase how refinement can be achieved via increasing the resolution of the game level, increasing the fidelity of the function which evaluates it, or a combination of the two. While these case studies use genetic algorithms to automatically generate levels at different degrees of refinement, the general method described in this paper can be used with most procedural generation methods, as well as for AI-assisted design alongside a human creator.
Modeling Leadership Behavior of Players in Virtual Worlds
Shaikh, Samira (State University of New York at Albany) | Strzalkowski, Tomek (State University of New York at Albany) | Stromer-Galley, Jennifer (Syracuse University) | Broadwell, George Aaron (State University of New York at Albany) | Liu, Ting (State University of New York at Albany) | Martey, Rosa Mikeal (Colorado State University)
In this article, we describe our method of modeling sociolinguistic behaviors of players in massively multi-player online games. The focus of this paper is leadership, as it is manifested by the participants engaged in discussion, and the automated modeling of this complex behavior in virtual worlds. We first approach the research question of modeling from a social science perspective, and ground our models in theories from human communication literature. We then adapt a two-tiered algorithmic model that derives certain mid-level sociolinguistic behaviors--such as Task Control, Topic Control and Disagreement from discourse linguistic indicators--and combines these in a weighted model to reveal the complex role of Leadership. The algorithm is evaluated by comparing its prediction of leaders against ground truth – the participants’ own ratings of leadership of themselves and their conversation peers. We find the algorithm performance to be considerably better than baseline.
Agent Requirements for Effective and Efficient Task-Oriented Dialog
Mohan, Shiwali (PARC) | Kirk, James Roberts (The University of Michigan) | Mininger, Aaron (The University of Michigan) | Laird, John (The University of Michigan)
Dialog is a useful way for a robotic agent performing a task to communicate with a human collaborator, as it is a rich source of information for both the agent and the human. Such task-oriented dialog provides a medium for commanding, informing, teaching, and correcting a robot. Robotic agents engaging in dialog must be able to interpret a wide variety of sentences and supplement the dialog with information from its context, history, learned knowledge, and from non-linguistic interactions. We have identified a set of nine system-level requirements for such agents that help them support more effective, efficient, and general task-oriented dialog. This set is inspired by our research in Interactive Task Learning with a robotic agent named Rosie. This paper defines each requirement and gives examples of work we have done that illustrates them.
Multi-Level Evolution of Shooter Levels
Cachia, William (University of Malta) | Liapis, Antonios (University of Malta) | Yannakakis, Georgios N. (University of Malta)
This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.
Position Paper: Knowledge-Based Mechanisms for Deception
Fahlman, Scott E. (Carnegie Mellon University)
In an earlier paper, I described in some detail how a system based on symbolic knowledge representation and reasoning could model and reason about an act of deception encountered in a children's story. This short position paper extends that earlier work, adding new analysis and discussion about the nature of deception, the desirability of building deceptive AI systems, and the computational mechanisms necessary for deceiving others and for recognizing their attempts to deceive us.
Adaptive Treatment Allocation Using Sub-Sampled Gaussian Processes
Durand, Audrey (Laval University) | Pineau, Joelle (McGill University)
Personalized medicine targets the customization of treatment strategies to patients' individual characteristics. Here we consider the problem of optimizing personalized pharmacological treatment strategies for cancer. We focus primarily on developing effective strategies to collect the data necessary for the construction of personalized treatments. We formulate this problem as a contextual bandit and present a new algorithm based on repeated sub-sampling for robust data collection in this framework. We present a case study showing experiments on a simulation setting, built from real data collected in a previous animal experiments. Promising results in this case study have since lead us to deploy this strategy in a partner wet lab to allocate treatments for the next phase of animal experiments.
Trusting Learning Based Adaptive Flight Control Algorithms
Mühlegg, Maximilian (Technische Universität München) | Holzapfel, Florian (Technische Universität München) | Chowdhary, Girish (Oklahoma State University)
Autonomous unmanned aerial systems (UAS) are envisioned to become increasingly utilized in commercial airspace. In order to be attractive for commercial applications, UAS are required to undergo a quick development cycle, ensure cost effectiveness and work reliably in changing environments. Learning based adaptive control systems have been proposed to meet these demands. These techniques promise more flexibility when compared with traditional linear control techniques. However, no consistent verification and validation (V&V) framework exists for adaptive controllers. The underlying purpose of the V&V processes in certifying control algorithms for aircraft is to build trust in a safety critical system. In the past, most adaptive control algorithms were solely designed to ensure stability of a model system and meet robustness requirements against selective uncertainties and disturbances. However, these assessments do not guarantee reliable performance of the real system required by the V&V process. The question arises how trust can be defined for learning based adaptive control algorithms. From our perspective, self-confidence of an adaptive flight controller will be an integral part of building trust in the system. The notion of self-confidence in the adaptive control context relates to the estimate of the adaptive controller in its capabilities to operate reliably, and its ability to foresee the need for taking action before undesired behaviors lead to a loss of the system. In this paper we present a pathway to a possible answer to the question of how self-confidence for adaptive controllers can be achieved. In particular, we elaborate how algorithms for diagnosis and prognosis can be integrated to help in this process.
Analogical Abduction and Prediction: Their Impact on Deception
Forbus, Kenneth D. (Northwestern University)
To deceive involves corrupting the predictions or explanations of others. A deeper understanding of how this works thus requires modeling how human abduction and prediction operate. This paper proposes that most human abduction and prediction are carried out via analogy, over experience and generalizations constructed from experience. I take experience to include cultural products, such as stories. How analogical reasoning and learning can be used to make predictions and explanations is outlined, along with both the advantages of this approach and the technical questions that it raises. Concrete examples involving deception and counter-deception are used to explore these ideas further.