250 research outputs found

    Agents’ interaction in virtual storytelling

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    In this paper we describe a fully implemented prototype for interactive storytelling using the Unreal engine. Using a sit-com like scenario as an example of how the dynamic interactions between agents and/or the user dramatise the emerging story. Hierarchical Task Networks (HTNs) are formalised using AND/OR graphs, which are used to describe the many possible variations of the story at a sub-goal level, and the set of all behaviours (from a narrative perspective) of the primary actors at a terminal action level. We introduc

    Semi-automated dialogue act classification for situated social agents in games

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    As a step toward simulating dynamic dialogue between agents and humans in virtual environments, we describe learning a model of social behavior composed of interleaved utterances and physical actions. In our model, utterances are abstracted as {speech act, propositional content, referent} triples. After training a classifier on 100 gameplay logs from The Restaurant Game annotated with dialogue act triples, we have automatically classified utterances in an additional 5,000 logs. A quantitative evaluation of statistical models learned from the gameplay logs demonstrates that semi-automatically classified dialogue acts yield significantly more predictive power than automatically clustered utterances, and serve as a better common currency for modeling interleaved actions and utterances

    Modelling knowledge in Electronic Study Books

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    Knowledge graphs are a new form of knowledge representation. They are closely related to semantic networks and can be looked upon as in line with Schank's conceptual dependency theory and Sowa's conceptual graphs. The special feature of knowledge graphs is the use of a very restricted set of types of relations, that is considered to be the basic set of primitive relations. The theory of knowledge graphs is outlined in the first part of the paper. In the second part the possibilities of knowledge graphs for solving problems posed by Electronic (Study) Books will be discussed

    On Online Collaboration and Construction of Shared Knowledge: Assessing Mediation Capability in Computer Supported Argument Visualization Tools

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    Collaborative Computer-Supported Argument Visualization (CCSAV) has often been proposed as an alternative over more conventional, mainstream platforms for online discussion (e.g., online forums and wikis). CCSAV tools require users to contribute to the creation of a joint artifact (argument map) instead of contributing to a conversation. In this paper we assess empirically the effects of this fundamental design choice and show that the absence of conversational affordances and socially salient information in representation-centric tools is detrimental to the users' collaboration experience. We report empirical findings from a study in which subjects using different collaborative platforms (a forum, an argumentation platform, and a socially augmented argumentation tool) were asked to discuss and predict the price of a commodity. By comparing users' experience across several metrics we found evidence that the collaborative performance decreases gradually when we remove conversational interaction and other types of socially salient information. We interpret these findings through theories developed in conversational analysis (common ground theory) and communities of practice and discuss design implications. In particular, we propose balancing the trade-off between knowledge reification and participation in representation-centric tools with the provision of social feedback and functionalities supporting meaning negotiation

    Case-based learning: Predictive features in indexing

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    Interest in psychological experimentation from the Artificial Intelligence community often takes the form of rigorous post-hoc evaluation of completed computer models. Through an example of our own collaborative research, we advocate a different view of how psychology and AI may be mutually relevant, and propose an integrated approach to the study of learning in humans and machines. We begin with the problem of learning appropriate indices for storing and retrieving information from memory. From a planning task perspective, the most useful indices may be those that predict potential problems and access relevant plans in memory, improving the planner's ability to predict and avoid planning failures. This “predictive features” hypothesis is then supported as a psychological claim, with results showing that such features offer an advantage in terms of the selectivity of reminding because they more distinctively characterize planning situations where differing plans are appropriate.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/46928/1/10994_2004_Article_BF00993173.pd

    The algebra of lexical semantics

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    Abstract. The current generative theory of the lexicon relies primar-ily on tools from formal language theory and mathematical logic. Here we describe how a different formal apparatus, taken from algebra and automata theory, resolves many of the known problems with the gener-ative lexicon. We develop a finite state theory of word meaning based on machines in the sense of Eilenberg [11], a formalism capable of de-scribing discrepancies between syntactic type (lexical category) and se-mantic type (number of arguments). This mechanism is compared both to the standard linguistic approaches and to the formalisms developed in AI/KR. 1 Problem Statement In developing a formal theory of lexicography our starting point will be the informal practice of lexicography, rather than the more immediately related for-mal theories of Artificial Intelligence (AI) and Knowledge Representation (KR). Lexicography is a relatively mature field, with centuries of work experience an
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