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 sarratt


Sarratt

AAAI Conferences

Sentiment classification provides information about the author's feeling toward a topic through the use of expressive words. However, words indicative of a particular sentiment class can be domain-specific. We train a text classifier for Twitter data related to games using labels inferred from emoticons. Our classifier is able to differentiate between positive and negative sentiment tweets labeled by emoticons with 75.1% accuracy. Additionally, we test the classifier on human-labeled examples with the additional case of neutral or ambiguous sentiment. Finally, we have made the data available to the community for further use and analysis.


Sarratt

AAAI Conferences

Collaboration between agents and players within games is a ripe area for exploration. As with adversarial AI, collaborative agents are challenged to accurately model players and adapt their behavior accordingly. The task of cooperation, however, allows for communication between teammates that can prove beneficial in coordinating joint actions and plans. Furthermore, we propose extending established multi-agent communication paradigms to include transfer of information pertinent to player models. By querying goal and preference information from a player, an agent can reduce uncertainty in coordination domains, allowing for more effective planning. We discuss the challenges as well as the planned development and evaluation of the system.


Sarratt

AAAI Conferences

Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in games. This paper considers the difficulty of cooperating with a teammate whose goal and corresponding behavior change periodically. Previous work uses Bayesian models for updating beliefs about cooperating agents based on observations. We describe belief models for on-line planning, discuss tuning in the presence of noisy observations, and demonstrate empirically its effectiveness in coordinating with inconsistent agents in a simple domain. Further work in this area promises to lead to techniques for more interesting cooperative AI in games.


Adapting Plans through Communication with Unknown Teammates

AAAI Conferences

My thesis addresses the problem of planning under teammate behavior uncertainty by introducing the concept of intentional multiagent communication within ad hoc teams. In partially observable multiagent domains, agents much share information regarding aspects of the environment such that uncertainty is reduced across the team, permitting better coordination. Similarly, we consider how communication may be utilized within ad hoc teams to resolve behavioral uncertainty. Transmitting intentional messages allows agents to adjust predictions of a teammate's individual course of action. In short, an ad hoc agent coordinating with an unknown teammate can identify uncertainties within its own predictive model of teammate behavior then request the appropriate policy information, allowing the agent to adapt its personal plan. The main contribution of this work is the characterization of the interaction between learning, communication, and planning in ad hoc teams.