marsella
Lessons Learned from Virtual Humans
Over the past decade, we have been engaged in an extensive research effort to build virtual humans and applications that use them. Building a virtual human might be considered the quintessential AI problem, because it brings together many of the key features, such as autonomy, natural communication, and sophisticated reasoning and behavior, that distinguish AI systems. This article describes major virtual human systems we have built and important lessons we have learned along the way. Early on, we decided to focus on training human-oriented skills, such as leadership, negotiation, and cultural awareness. These skills are based on what is sometimes called tacit knowledge (Sternberg 2000), that is, knowledge that is not easily explicated or taught in a classroom setting but instead is best learned through experience.
I Think, Therefore I Am Sorta
The captain s mission: To obtain information about the local medical facilities. On the computer screen in front of me, an animated Army captain is attempting to speak with an Iraqi hospital receptionist. This is a fictional scenario in a state-of-the-art military training game. On the other side of the virtual room, the receptionist listens politely as the captain explains that he has come with supplies and he would like to speak to the hospital director. The receptionist seems to hesitate, but then responds that he will be happy to assist.
Toward Characters Who Observe, Tell, Misremember, and Lie
Ryan, James Owen (University of California, Santa Cruz) | Summerville, Adam (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports gameplay with non-player characters who observe and form knowledge about the world, propagate knowledge to other characters, misremember and forget knowledge, and lie. We outline this framework through the lens of a gameplay experience that is intended to showcase it, called Talk of the Town, which we are currently developing. From a review of earlier projects, we find that our system has a novel combination of features found only independently across other systems, and that it is among the first to support character memory fallibility.
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
Manavalan, Yathirajan Brammadesam (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
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.
SimSensei Demonstration: A Perceptive Virtual Human Interviewer for Healthcare Applications
Morency, Louis-Philippe (University of Southern California) | Stratou, Giota (University of Southern California) | DeVault, David (University of Southern California) | Hartholt, Arno (University of Southern California) | Lhommet, Margo (University of Southern California) | Lucas, Gale (University of Southern California) | Morbini, Fabrizio (University of Southern California) | Georgila, Kallirroi (University of Southern California) | Scherer, Stefan (University of Southern California) | Gratch, Jonathan (University of Southern California) | Marsella, Stacy (University of Southern California) | Traum, David (University of Southern California) | Rizzo, Albert (University of Southern California)
We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. We emphasize on the perception part of the system, a multimodal framework which captures and analyzes user state for both behavioral understanding and interactional purposes.
Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans
Lhommet, Margot (Northeastern University) | Xu, Yuyu (Northeastern University) | Marsella, Stacy (Northeastern University)
Our method automatically generates realistic nonverbal performances for virtual characters to accompany spo- ken utterances. It analyses the acoustic, syntactic, se- mantic and rhetorical properties of the utterance text and audio signal to generate nonverbal behavior such as such as head movements, eye saccades, and novel gesture animations based on co-articulation.
Telling the Difference Between Asking and Stealing: Moral Emotions in Value-based Narrative Characters
Battaglino, Cristina (Università di Torino) | Damiano, Rossana (Università di Torino) | Dias, Joao (INESC-ID, Instituto Superior Tecnico)
In this paper, we translate a model of value-based emo- tional agents into an architecture for narrative characters and we validate it in a narrative scenario. The advantage of using such model is that different moral behaviors can be obtained as a consequence of the emotional ap- praisal of moral values, a desirable feature for digital storytelling techniques.
Towards a Storytelling Humanoid Robot
Gelin, Rodolphe (Aldebaran) | d' (LIMSI-CNRS) | Alessandro, Christophe (Telecom ParisTech) | Le, Quoc Anh (Acapela) | Deroo, Olivier (LIMSI-CNRS) | Doukhan, David (LIMSI-CNRS) | Martin, Jean-Claude (Telecom ParisTech) | Pelachaud, Catherine (LIMSI-CNRS) | Rilliard, Albert (LIMSI-CNRS) | Rosset, Sophie
The useful This paper reports on the ongoing work done in the information is obviously multilevel. In this work we are GVLEX project. The aim of this multidisciplinary project not willing to design complete analysis for each level of is to design and test a storytelling humanoid robot. Ideally, interest but rather to design a multilevel analysis able to the robot would be able to process automatically a given point out the interesting parts of the tale. Based on the tale or short story, and to play it for a children audience.
Lessons Learned from Virtual Humans
Swartout, William (University of Southern California Institute for Creative Technologies)
Over the past decade, we have been engaged in an extensive research effort to build virtual humans and applications that use them. Building a virtual human might be considered the quintessential AI problem, because it brings together many of the key features, such as autonomy, natural communication, sophisticated reasoning and behavior, that distinguish AI systems. This paper describes major virtual human systems we have built and important lessons we have learned along the way.