Bridgette Parsons and Dhaval Salvi. Terminology for Non-Gamers.

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Presentation transcript:

Bridgette Parsons and Dhaval Salvi

Terminology for Non-Gamers

PC – Player Character: The character played by the gamer or user of the simulation

Terminology for Non-Gamers PC – Player Character: The character played by the gamer or user of the simulation NPC – Non-player Character: Any character controlled by the computer

Video Game Examples

Everquest – broken scripting

Video Game Examples Everquest – broken scripting The Sims Online – griefing

Simulation Examples

Virtual Patient – psychiatric training

Simulation Examples Virtual Patient – psychiatric training “Steve” – multicultural gesture interpretation

Emotional modeling example – Julie

 Components and Features of Case-Based Reasoning

 CBR System versus Rule-Based System Knowledge acquisition task is a time-consuming aspect of Rule-Based system Acquiring domain specific information and converting it into some formal representation can be a huge task. In some situations with less well understood domains, formalization of the knowledge cannot be done at all Case-Based systems require significantly less knowledge acquisition It does not have the necessity of extracting a formal domain model from set of past cases. CBR is applicable in domains with insufficient cases to extract a domain model

 CBR versus Human Reasoning CBR can be seen as a reflection of particular type of human reasoning CBR can be used in arguing a point of view similar to human reasoning Partial use of past cases to support a current case CBR is similar to human problem solving behavior

 CBR Life Cycle

 Guidelines for use of Case-Based Reasoning Does the domain have an underlying model? Are there exceptions and novel cases? Do cases recur? Is there significant benefit in adapting past solutions? Are relevant previous cases obtainable?

 Advantages of using Case-Based Reasoning Reducing the Knowledge acquisition task Avoiding repeating mistakes made in the past Providing flexibility in knowledge modeling Reasoning in domains that have not been fully understood, defined or modeled Making predictions of the probable success of a preferred solution Learning over time

 Advantages of using Case-Based Reasoning Reasoning in a domain with a small body of knowledge Reasoning with incomplete or imprecise data and concepts Avoiding repeating all the steps that need to be taken to arrive at a solution Reflecting human reasoning Extending to many different purposes

OCEAN Model

Openness – open to new experiences

OCEAN Model Openness – open to new experiences Conscientiousness – disciplined, organized

OCEAN Model Openness – open to new experiences Conscientiousness – disciplined, organized Extraversion – seek company of others

OCEAN Model Openness – open to new experiences Conscientiousness – disciplined, organized Extraversion – seek company of others Agreeableness – cooperation, compassion

OCEAN Model Openness – open to new experiences Conscientiousness – disciplined, organized Extraversion – seek company of others Agreeableness – cooperation, compassion Neuroticism – anxiety, emotional imbalance

Personality is generally static.

When using the OCEAN model, it is encoded as a 5-tuple, with each factor expressed as a decimal between 0 and 1 to indicate a percentage.

Personality is generally static. When using the OCEAN model, it is encoded as a 5-tuple, with each factor expressed as a decimal between 0 and 1 to indicate a percentage.

Personality affects emotions by changing the interpretation of events.

Personality affects which goals are important.

Personality affects emotions by changing the interpretation of events. Personality affects which goals are important. Personality directly affects the probability of certain behaviors.

OCC model (Ortony, Clore, and Collins)

Alternatives to the OCC model

Basic emotional model – model of 5 or 6 basic emotions, either as states or with scales from 0 to 1

Alternatives to the OCC model Basic emotional model – model of 5 or 6 basic emotions, either as states or with scales from 0 to 1 Families of emotions – Anger, Sadness, Fear, Enjoyment, Love, Surprise, Disgust, Shame

Alternatives to the OCC model Basic emotional model – model of 5 or 6 basic emotions, either as states or with scales from 0 to 1 Families of emotions – Anger, Sadness, Fear, Enjoyment, Love, Surprise, Disgust, Shame Blended emotions – model of more than one emotion at once

Emotions are affected by:

Goal achievement or failure

Emotions are affected by: Goal achievement or failure Current experiences

Emotions are affected by: Goal achievement or failure Current experiences Neurochemicals

Emotions are affected by: Goal achievement or failure Current experiences Neurochemicals Current mood

Emotions affect behavior and mood.

They are generally expressed as a k-tuple, where k is the number of emotions represented.

Emotions affect behavior and mood. They are generally expressed as a k-tuple, where k is the number of emotions represented. Emotions decay over time.

Mood is more simple to represent than emotion.

It is frequently represented simply in terms of “good mood” vs. “bad mood.”

Mood is more simple to represent than emotion. It is frequently represented simply in terms of “good mood” vs. “bad mood.” Mood decays more slowly than emotion.

Mood is more simple to represent than emotion. It is frequently represented simply in terms of “good mood” vs. “bad mood.” Mood decays more slowly than emotion. Some emotional models ignore mood.

Julie with extraversion at 90%: From “Generic Personality and Emotion Simulation for Conversational Agents” by Egges, Kshirsagar, and Magnenat-Thalmann

Julie with Neuroticism at 90%: From “Generic Personality and Emotion Simulation for Conversational Agents” by Egges, Kshirsagar, and Magnenat-Thalmann

Bartneck, Christoph, “Integrating the OCC Model of Emotions in Embodied Characters”, Workshop on Conversational Characters (2002). Bhandari, Shruti, “Conversational Case-Based Reasoning”, Lehigh University, PowerPoint Presentation. Eckman, Paul, “An Argument for Basic Emotions”, Cognition and Emotion 6.3(1992): Egges, Arjan; Kshirsagar, Sumedha; and Magnenat-Thalmann, Nadia, “Generic Personality and Emotion Simulation for Conversational Agents”, Wiley Online Library (2004): Pal, Sankar K., and Shiu, Simon C. K. Foundations of Soft Cased-Based Reasoning. Hoboken, New Jersey: Wiley-Interscience, Parunak, H. Van Dyke; Bisson, Robert; Brueckner, Sven; Matthews, Robert ; and Sauter, John “A Model of Emotions for Situated Agents”, Proceedings of AAMAS (2006). Stanfill, Craig, and Waltz, David, “Toward Memory-Based Reasoning”, Communications of the ACM (1986): Velásquez, Juan D., “Modeling Emotions and Other Motivations in Synthetic Agents”, Proceedings of the National Conference on Artificial Intelligence (1997).