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Collaborating Authors

 Robertson, Justus


Interactive Summarization for Data Filtering and Triage

AAAI Conferences

There is an increasing demand for content filtering and flagging on social media in relation to cybersecurity and social media conduct monitoring. This task is challenging and there is a large body of recent work that addresses it within the Natural Language and Video Processing communities. In this work, we propose two novel perspectives on this problem and provide preliminary evidence for their potential success. First, for text-based data, we utilize the current state of the art topic-based summarization algorithms and provide an interactive topic-conditioning approach to enable multiple summarizations based on different highlighted topics. Second, due to the interactivity aspect, we are able to characterize how this approach can be integrated within the process of a human analyst to improve both the quality of filtered data and the effort.


The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017) was held at the Snowbird Ski and Summer Resort in Little Cottonwod Canyon in the Wasatch Range of the Rock Mountains near Salt Lake County, Utah. Along with the main conference presentations, the meeting included two tutorials, three workshops, and invited keynotes. This report summarizes the main conference. It also includes contributions from the organizers of the three workshops.


Directing Intentional Superposition Manipulation

AAAI Conferences

Strong story interactive narratives (IN) are stories that branch based on participant actions where all branches conform to a set of predefined constraints. However, participants in these systems may create branches where the constraints no longer hold. Strong story experience management, the process of generating IN trees, can be viewed as a game where the experience management agent wins if the story constraints hold during gameplay and loses if they are broken. In domains where the player has incomplete information of the story world, the experience manager can take action by shifting the player between alternate states that are consistent with the player's observations in order to maximize the probability that constraints will hold. This process is called superposition manipulation. In this paper we present a method of estimating the number of goal states reachable from different states in order to make informed decisions during superposition manipulation.



Interactive Narrative Intervention Alibis through Domain Revision

AAAI Conferences

Interactive narrative systems produce branching story experiences for a human user using an interactive world. A class of interactive narrative systems, called strong story systems, manage a user's experience by manipulating the interactive world and its characters according to a formal story model. In these systems, a human user may place the world into a state such that the formal story model can no longer control interaction. One solution to this problem, called intervention, is to exchange the undesirable outcomes of a player's action for a set that do not violate the story model. However, the player may become aware that their intended action is being intervened against by a context-sensitive, meta-narrative process. In this paper we describe a method of ensuring game world alibis for interventions through domain modification of world mechanics.


Automated Gameplay Generation from Declarative World Representations

AAAI Conferences

An open area of research for AI in games is how to provide unique gameplay experiences that present specialized game content to users based on their preferences, in-game actions, or the system's goals. The area of procedural content generation (PCG) focuses on creating or modifying game worlds, assets, and mechanics to generate tailored or personalized game experiences. Similarly, the area of interactive narrative (IN) focuses on creating or modifying story worlds, events, and domains to generate tailored or personalized story experiences. In this paper we describe a game engine that utilizes a PCG pipeline to generate and control a range of gameplay experiences from an underlying IN experience management construct.