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Presentation at Seminários DEI - FCUL
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¡ Motivation § Believable Autonomous Characters
¡ Models for Believable AI ¡ Research Vision ¡ Serious Games ¡ Conclusions
¡ Computational entities that are § Autonomous § Live in an Environment § Have Sensors § Have Effectors § Proactive, Reactive, Deliberative, Social, Mobile, etc.
¡ The environment is a social context ¡ Agents interact with others
¡ The interesting case…
If they interact with People
¡ Live in a story § Narrative: events, structure § World: physical, social § Meaning: emotional
¡ Characters have § Roles § Purpose § Identity § Emotions
¡ To achieve a successful interaction the autonomous characters must be believable
¡ Believability § Coherent behaviour § Fit the context § Meet the expectations of players ▪ Present surprises in a believable way
¡ “The Illusion of Life”
¡ “Leading the audience to a suspension of disbelief”
¡ Is a balance of the qualities of the character § With the context
¡ People assign “human-‐like” characteristics to autonomous characters
¡ Autonomous characters must present human qualities (to meet the expectations) § Intentionality § Emotional behaviour § Personality § Ability to adapt to the social context § Engage in long term relations § Theory of mind
¡ Believable group dynamics § Personality ▪ Five Factor Model: O.C.E.A.N.
§ Position in the group § Social relations: influence and attraction § Balanced dynamics of attraction
¡ Identity Model § Layered: personal, social (group memberships) § Dynamic: salience = accessibility x fit ▪ Others (out-‐group), theme
¡ Bias of identity in the decision making § Balance with game theory § Social dilemmas: prisoner’s dilemma
¡ Cooperative 2-‐player game § Puzzle Platformer
¡ Challenges § Teamwork (with limited communication) ▪ Simultaneous coordinated action ▪ Shared plans
§ Actuation in a dynamic world (with friction and gravity)
§ Puzzle solving
¡ CIG’2013 § Deadline 26 of July
¡ Tracks § Single player (circle or rectangle) § Multiplayer
¡ Future tracks § Play like a human: believability § Play with a human player § Level generation
¡ Social Importance § Claim § Confer
¡ Cultural traits § Individualism/collectivism § Power distance § Uncertainty avoidance § Masculinity/femininity § Long term/short term orientation § Indulgence/restraint
¡ Different sources of social power § Reward § Coercion § Legitimate § Referent § Expert
¡ Influence and resistance ¡ Intelligent use of power
¡ Physical embodiment and face to face interaction
¡ Verbal and non-‐verbal behaviour § Gaze, attention
¡ Emotional Appraisal § Luck, social relations, state of the game
¡ Recognizes and remembers players and past experiences
¡ Plays different social roles § Helper, dominator
Team up people with autonomous characters
¡ Agents need (intelligent) capabilities § Instrumental ▪ Coordination ▪ Shared plans
§ Socio-‐emotional ▪ Emotion ▪ Identity ▪ Relationships
¡ Strategic § INVITE, DIMA Model, EMYS
¡ Operational § Geometry Friends, SGD Model
¡ Socio-‐emotional dynamics § SID Model, SGD Model, DIMA Model, Social Power, EMYS
¡ Games developed with purposes beyond entertainment § Education, training, advertising, politics
¡ GALA – GAme and Learning Alliance § http://www.galanoe.eu
¡ SPCVideojogos § http://www.spcvideojogos.org
¡ Teaming up agents with people § Is inevitable (and desirable)
¡ Agents need human-‐like qualities § To become characters § Balanced with the context and expectations
¡ Socio-‐emotional intelligence is particularly important
¡ Serious games § Powerful motivators ▪ Communication ▪ Change
§ Interesting application for autonomous characters