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Implementing Injunctive Social Norms Using Defeasible Reasoning

AAAI Conferences

Believability requires video game characters to consider their actions within the context of social norms. Social norms involve a broad range of behavioral defaults, obligations, and injunctions unrelated to strictly causal reasoning.  Defeasible reasoning involves rationally compelling but deductively invalid arguments, such as reasoning with rules that allow exceptions. This paper investigates having video game characters use defeasible reasoning to consider injunctive social norms when selecting and planning actions.


A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance

AAAI Conferences

Displaying believable emotional reactions in virtual characters is required in applications ranging from virtual-reality trainers to video games. Manual scripting is the most frequently used method and enables an arbitrarily high fidelity of the emotions displayed. However, scripting is labour intense and greatly reduces the scope of emotions displayed and emotionally affected behavior in virtual characters. As a result, only a few virtual characters can display believable emotions and only in pre-scripted encounters. In this paper we implement and evaluate a lightweight algorithm for procedurally controlling both emotionally affected behavior and emotional appearance of a virtual character. The algorithm is based on two psychological models of emotions: conservation of resources and appraisal. The former component controls emotionally affected behavior of a virtual character whereas the latter generates explicit numeric descriptors of the character's emotions which can be used to drive the character's appearance. We implement the algorithm in a simple testbed and compare it to two baseline approaches via a user study. Human participants judged the emotions displayed by the algorithm to be more believable than those of the baselines.


Symbolic Plan Recognition in Interactive Narrative Environments

AAAI Conferences

Interactive narratives suffer from the narrative paradox: the tension that exists between providing a coherent narrative experience and allowing a player free reign over what she can manipulate in the environment. Knowing what actions a player in such an environment intends to carry out would help in managing the narrative paradox, since it would allow us to anticipate potential threats to the intended narrative experience and potentially mediate or eliminate them. The process of observing player actions and attempting to come up with an explanation for those actions (i.e. the plan that the player is trying to carry out) is the problem of plan recognition. We adopt the framing of narratives as plans and leverage recent advances that cast plan recognition as planning to develop a symbolic plan recognition system as a proof-of-concept model of a player's reasoning in an interactive narrative environment. In this paper we outline the system architecture, report on performance metrics that demonstrate adequate performance for non-trivial domains, and discuss the implications of treating players as plan recognizers.


Open Questions for Building Optimal Operation Policies for Dam Management Using Factored Markov Decision Processes

AAAI Conferences

In this paper, we present the conceptual model of a realworld application of Markov Decision Processes to dam management. The idea is to demonstrate that it is possible to efficiently automate the construction of operation policies by modelling the problem as a sequential decision problem that can be easily solved using stochastic dynamic programming. We will explain the problem domain and provide an analysis of the resulting value and policy functions. We will also present a useful discussion about the issues that will appear when the conceptual model to be extended into a real-world application.


Large-Scale Cross-Game Player Behavior Analysis on Steam

AAAI Conferences

Behavioral game analytics has predominantly been confined to work on single games, which means that the cross-game applicability of current knowledge remains largely unknown. Here four experiments are presented focusing on the relationship between game ownership, time invested in playing games, and the players themselves, across more than 3000 games distributed by the Steam platform and over 6 million players, covering a total playtime of over 5 billion hours. Experiments are targeted at uncovering high-level patterns in the behavior of players focusing on playtime, using frequent itemset mining on game ownership, cluster analysis to develop playtime-dependent player profiles, correlation between user game rankings and, review scores, playtime and game ownership, as well as cluster analysis on Steam games. Within the context of playtime, the analyses presented provide unique insights into the behavior of game players as they occur across games, for example in how players distribute their time across games.


Impression Management, Mindshaping and the Social Function of Fibbing

AAAI Conferences

In a symposium focused on deception and counter-deception in machines, one might be immediately drawn to a narrow conception of those phenomena which highlight the pernicious ways in which they might be used. On the broader notion of fibbing that we describe in our talk, the social function of being fast and loose with the truth takes center stage as a tool for accomplishing a wide variety of socially centered goals. We briefly review the FIDE framework, described in (Isaac & Bridewell 2014; Bridewell & Bello 2014), including the conceptual resources it requires and the variety of fib-related concepts it supports. FIDE delineates between the aforementioned concepts as ends, and the strategic means by which the fibber might achieve these ends. In doing so, we show that certain types of difficult to conceptualize behavior, most notably bullshitting (Frankfurt 2006) and responses to bullshitting, are instances of a kind of strategy for impression management that serves higher-order social goals.


Predicting Quality of Crowdsourced Image Segmentations from Crowd Behavior

AAAI Conferences

Quality control (QC) is an integral part of many crowd- sourcing systems. However, popular QC methods, such as aggregating multiple annotations, filtering workers, or verifying the quality of crowd work, introduce additional costs and delays. We propose a complementary paradigm to these QC methods based on predicting the quality of submitted crowd work. In particular, we pro- pose to predict the quality of a given crowd drawing directly from a crowd worker’s drawing time, number of user clicks, and average time per user click. We focus on the task of drawing the boundary of a single object in an image. To train and test our prediction models, we collected a total of 2,025 crowd-drawn segmentations for 405 familiar everyday images and unfamiliar biomedical images from 90 unique crowd workers. We first evaluated five prediction models learned using different combinations of the three worker behavior cues for all images. Experiments revealed that time per number of user clicks was the most effective cue for predicting segmentation quality. We next inspected the predictive power of models learned using crowd annotations collected for familiar and unfamiliar data independently. Prediction models were significantly more effective for estimating the segmentation quality from crowd worker behavior for familiar image content than unfamiliar image content.


Online Assignment of Heterogeneous Tasks in Crowdsourcing Markets

AAAI Conferences

We investigate the problem of heterogeneous task assignment in crowdsourcing markets from the point of view of the requester, who has a collection of tasks. Workers arrive online one by one, and each declare a set of feasible tasks they can solve, and desired payment for each feasible task. The requester must decide on the fly which task (if any) to assign to the worker, while assigning workers only to feasible tasks. The goal is to maximize the number of assigned tasks with a fixed overall budget. We provide an online algorithm for this problem and prove an upper bound on the competitive ratio of this algorithm against an arbitrary (possibly worst-case) sequence of workers who want small payments relative to the requester’s total budget. We further show an almost matching lower bound on the competitive ratio of any algorithm in this setting. Finally, we propose a different algorithm that achieves an improved competitive ratio in the random permutation model, where the order of arrival of the workers is chosen uniformly at random. Apart from these strong theoretical guarantees, we carry out experiments on simulated data which demonstrates the practical applicability of our algorithms.


Path Planning with Inventory-Driven Jump-Point-Search

AAAI Conferences

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.


Job Complexity and User Attention in Crowdsourcing Microtasks

AAAI Conferences

This paper examines the importance of presenting simple, intuitive tasks when conducting microtasking on crowdsourcing platforms. Most crowdsourcing platforms allow the maker of a task to present any length of instructions to crowd workers who participate in their tasks. Our experiments show, however, most workers who participate in crowdsourcing microtasks do not read the instructions, even when they are very brief. To facilitate success in microtask design, we highlight the importance of making simple, easy to grasp tasks that do not rely on instructions for explanation.