Improving Interpersonal Skills Using Social Dialogues Jana Pazúriková 3.3.2010, PeWeMgr. Jozef Tvarožek.

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Presentation transcript:

Improving Interpersonal Skills Using Social Dialogues Jana Pazúriková , PeWeMgr. Jozef Tvarožek

The problem

The idea a “strategic” computer game of “finding” your dream person

Game play – Overview Turn-based game of decision making Turn = Exchange of benefits Social Exchange Framework: Actors who exchange Resources exchanged Social structures within which exchange relationships develop

Game play (2) – Actors Simplified social exchange Actor model: characteristics sociability, activity, altruism, reliability, self-confidence, stability, eagerness, awareness, reciprocity, intimacy, attractiveness, love, fellowship, fun, fulfillment, hobbies… Need: value 0

Game play (3) – Exchanges Exchange model: playing tennis, hanging out, pub, shopping, movie night, party, part-time job, music band, phone call, chat, watching TV, playing computer games, … Negotiated transactions: Initiation → Transaction Reciprocal transactions: Initiated by a beneficiary act Input: persons' characteristics, activity parameters, random Output: update persons' characteristics How to do that?

Game play (4) – Modes 1. Campaign Pre-generated social structures Subset of person characteristics 2. Skirmish Random social structure Random subset of person characteristics Cold start: Describe your dream person.

Dialogs text-based, menu-driven occur as 1.negotiation of an activity 2.social dialog representation –acyclic graph –vertex – sentence –oriented weighted edge – connection

user 11 – Hi, Danka. 31 – You look great today. How are you? 32 – You, too. How are you? 33 – How are you? 34 – Nice weather, isn’t it? 35 – Bye. system 21 – Janka, hi, nice to see you again. 22 – Hello. 23 – Hi, I’ve to go. Bye. 24 – Leave me alone, please. 41 – Thanks I’m fine. And you? 42 – I’m OK. How are you? 43 – Well, math homework is killing me. 44 – Sure, finally sunny. 45 – I’m all right.

Weights 1.probability of progressing this way in real-world dialog –calculated by neuro-fuzzy system –input – person’s and relationship’s characteristics –continue with highest probability edge 2.effect on person’s characteristics –manually assigned by domain expert –maximize positive effect –longest path problem

Tool for widening graph 1.neuro-fuzzy system − add new vertex − determine rules − define test set ??? − run learning algorithm 2.longest-path algorithm − add new vertex − define the effect on characteristics

Summary Turn-based single player strategic game Simplified social exchange model Social life simulation – with activities and dialog builds and maintain the relationship Tool for domain experts