Shapiro, Daniel G.
Aesthetic Interleaving of Character Performance Requests
Shapiro, Daniel G. (University of California, Santa Cruz) | LeBron, Larry (University of California, Santa Cruz) | Stern, Andrew (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
We have constructed a system that supports unscripted social interaction between a player and virtual characters, where the participants pursue internal agendas and respond to one another in real-time. Our emphasis on unscripted interaction means that the characters must accept dynamically generated performance requests, while our concern with social interaction implies that the characters must interleave performances with an attention to natural flow that encourages social engagement. We present initial work on a performance management mechanism that produces this interleaving. It initiates and suspends character performances by allocating animation resources to requests via a utility function representing aesthetic concerns. That function weighs extrinsic factors reflecting the purpose of taking an action against intrinsic ones that concern features of a given performance. We show, via multiple short videos, that the features are individually material to the aesthetic quality of the result and that the mechanism can produce aesthetically pleasing performances on par with the best hand-generated prioritization scheme. We argue, anecdotally, that the parameters of the model are easy to identify, suggesting that the feature vocabulary is both intuitive and useful for shaping character performances.
Innovative Applications of Artificial Intelligence 2011: Introduction to the Special Issue
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise) | Fromherz, Markus (Xerox)
Every year, AI Magazine devotes one fourth of its annual production to a special issue based on the Innovative Applications of Artificial Intelligence conference. Because IAAI is the premier venue for documenting the transition of AI technology into application, these special issues provide a snapshot of the state of the art in AI with the practical syllogism in mind; they present work that has value because it delivers value in use.
Innovative Applications of Artificial Intelligence 2011: Introduction to the Special Issue
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise) | Fromherz, Markus (Xerox)
As a result, it is good to read these articles from a practical perspective. Papers that document deployed systems clarify the motivating application constraints, the match (and mismatch) between problems and technology, the innovations required to surmount barriers to deployment, and the impact of technology on application through practical measures of cost and benefit. Other articles describe applications that are almost feasible, drawn from papers in the IAAI emergent applications track. These papers provide a window into the search for viable applications at an earlier stage in the process of mating task with technology. All of the articles supply insight into the core question of what is feasible and why, which is a useful lens for us, as readers, to employ in viewing our own work. This special issue of AI Magazine contains expanded versions of five papers that describe deployed applications and two papers that discuss emergent applications from IAAI-11 (the article by Warrick and colleagues is from IAAI-10).
The Social Agency Problem
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise)
This paper proposes a novel agenda for cognitive systems research focused on the "social agency" problem, which concerns acting to produce mental states in other agents in addition to physical states of the world. The capacity for social agency will enable agents to perform a wide array of tasks in close association with people and is a valuable first step towards broader social cognition. We argue that existing cognitive systems have not addressed social agency because they lack a number of the required mechanisms. We describe an initial approach set in a toy scenario based on capabilities native to the ICARUS cognitive architecture. We utilize an analysis of this approach to highlight the open issues required for social agency and to encourage other researchers to address this important problem.
An Application of Transfer to American Football: From Observation of Raw Video to Control in a Simulated Environment
Stracuzzi, David J. (Sandia National Laboratories) | Fern, Alan (Oregon State University) | Ali, Kamal (Stanford University) | Hess, Robin (Oregon State University) | Pinto, Jervis (Oregon State University) | Li, Nan (Carnegie Mellon University) | Konik, Tolga (Stanford University) | Shapiro, Daniel G. (Institute for the Study of Learning and Expertise)
Automatic transfer of learned knowledge from one task or domain to another offers great potential to simplify and expedite the construction and deployment of intelligent systems. In practice however, there are many barriers to achieving this goal. In this article, we present a prototype system for the real-world context of transferring knowledge of American football from video observation to control in a game simulator. We trace an example play from the raw video through execution and adaptation in the simulator, highlighting the system's component algorithms along with issues of complexity, generality, and scale. We then conclude with a discussion of the implications of this work for other applications, along with several possible improvements.
The Special Issue of AI Magazine on Structured Knowledge Transfer
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise) | Munoz-Avila, Hector (Lehigh University) | Stracuzzi, David (Sandia National Laboratories)
This issue summarizes the state of the art in structured knowledge transfer, which is an emerging approach to the general problem of knowledge acquisition and reuse. Its goal is to capture, in a general form, the internal structure of the objects, relations, strategies, and processes used to solve tasks drawn from a source domain, and exploit that knowledge to improve performance in a target domain.
Three Anecdotes from the DARPA Autonomous Land Vehicle Project
Shapiro, Daniel G. (Institute for the Study of Learning and Expertise (ISLE))
This was a large applied research effort that presented many opportunities for unusual experiences. In one such experience, I was called in, at the last minute, to help improve our ALV proposal. The proposal was a 300-page document that segued smoothly from problem description to corporate capabilities and managerial plan, omitting any mention of technical approach. This taught me a rule of thumb I have seen validated many times: the larger the project (in dollars and scope), the poorer the technical proposal. In a second experience, I was demonstrating a dynamic programming algorithm at a quarterly review.