UI Forms
• Function #1: Modify the schema of mental entities
– – – – Create new entity Delete existing entity Edit properties of entity Search for existing entity
• Entities:
– – – – – – Personality Traits, Interpersonal Relations, Emotions, Long/Short Term Memory, Low-level Percepts, Goals
UI Forms
• Function #2: Modify interaction between entities
– Emotion generation rules (Perception + Goals + Emotions) – Goal selection rules (Goal + Personality + Emotion) – Perception rules (Perception + Personality)
UI Forms
• Function #3 (Real-time): Modify entities during interaction time
– Edit entity state
• Ex: Modify intensity of an emotion
– View entity history
• Ex: View emotion history
– View interaction history
• Ex: View goal history, episodes encountered
Goal Template
Triggered By Girl-present-in-a-bar Priority : 100
Progress Conditions Girl-agrees-to-go-out Threat Conditions Girl-Not-speaking-a-lot Success Condition Girl-leave-the-bar Failure Condition GetWithin TalkingDistance Greet PickDrink PickUp Script
UseScr ipts
Goal Tree
Get Girl
Talk Girl
Girl-leave-the-bar
….. ….. …..
Goal Templates
• Allows user to specify:
– Triggers: How goal is activated – Trigger Effects: What happens when goal is activated – Progress Conditions: How goal progresses – Progress Effects: What happens when goal progresses – Threat Conditions: How goal is hindered – Threat Effects: What happens when goal is hindered – Success Conditions: What completes the goal – Success Effects: What happens when goal completes – Failure Conditions: What fails the goal – Failure Effects: What happens when goal fails
Triggers
• When does a goal get triggered?
– When some perceptions are in memory – When another goal is active – When an emotion / interpersonal relation is above a threshold – When a personality trait is active
• What can happen on goal activation ?
– – – – Emotional reaction Decomposition and activation of low-level goals Start periodic activation of other goals (Experience delay before activating new goals)
Progression
• How does a goal progress ?
– (Logical goals) – progresses when low-level goals succeed – (Fuzzy goals) – progresses depending on perceptions
• Ex: goal [Make Smalltalk] progresses when others are talking with me
• What happens as a goal progresses?
– Emotional reactions – Personality traits, interpersonal relations are updated
• Similarly for hindered progress
Completion
• How does a goal complete?
– (Logical goals) – subgoals have completed – (Fuzzy goals) – sufficient perceptions have been detected
• What happens on goal completion?
– Emotional reaction – Personality traits, interpersonal relations updated – Other goals activated ?
Failure
• How does a goal fail?
– (Logical goals) – all subgoal paths have failed, or some event happened to cause failure – (Fuzzy goals) – repeated failures, or some event happened to cause failure
• What happens on goal failure?
– Emotional reaction – Personality traits, interpersonal relations updated – Other goals activated ?
Goal Template
Used In
Sleep with girl for first time Actor flirting With a girl (as part of his role) Have a good time at bar Spend a good evening
Make your girlfriend jealous
Win Bet with Friends
Visit a new city
Similar Goals
Flirt at college Flirt at party
Flirt with older woman
Propose
Flirt at station
Have sensuous talk Linger with
Goal Usage
• Shows where goal was used:
– Other demonstrated situations – Other contexts (parts of demonstrations)
• Shows similar goals
– By similar activation pattern:
• Similar mental contexts: emotions, high level goals • Similar environment contexts: other characters, perceptions
Perceptual State Detection
• Algebra should be created to generate perceptions • Operates over character’s Memory • Memory stores:
– Low level perceptions (for short term)
• Environmental perceptions • Eg: X held up their hand.
– High level perceptions
• Current emotional state, current goals, etc
– Eg: I am 80% happy.
• Environmental deductions, beliefs about others’ mental states
– Eg: X is inside the room. X likes me.
• Interaction statistics
– Eg: Number of talking turns per minute.
Examples: Detection Operations
• Operations on low level features
Girl Location inside of Bar Inside(GirlLocation, BarLocation)
Inside, Outside, Withinsphere, Withincircle ??
• Operations on Turns Turns/sec > XX, NoofTurns < XX • TurnTypes PositiveReplies/min… etc
• Turnpairs
Girl-agrees-to-go-out
=>
asktogoout
agree
Perceptual State Detection
• Goal Detection How ??
– PAM style: too many inferential chains
• Operations
– Decrease, Increase – Add, Subtract, Rate per sec/min/hr – Multiply, Divide
How to detect TypeOfResponses?
Based on “basicaction” sent by other characters, so in case of flirtreaction the other character sends “flirtresponse” as the basic action
• Other Operation???
Perceptual State Detection
Girl-present-in-a-bar
=> => =>
Location Girl Location inside of Bar TurnPair asktogoout agree
Girl-agrees-to-go-out
Girl flirts a lot
Flirtresponse > 2 Number of Turns/min < 4
Girl-Not-speaking-a-lot Girl-leave-the-bar
=>
=>
Turns: Positive, Negative
Location TurnPair Askforadrink agree
OR
Girl Location inside of Bar Agrees-for-a-drink
TurnType Goodbye TurnType ProposeDrink
=>
OR
Emotion-Goal Progress Correspondence Form
Goal Situation
Goal Successful 0
Users Can override the default reaction
Emotional Reaction
Default Reaction
Happy 10
AskforaDate Successful
0
Happy
10
Emotion-Goal progress relationship
Emotion
a) b) c) d) e) f) g) h) i) j) Happy, Joyous, Glad Unhappy, Upset, Sad Grateful, thankful (x feels towards y) Annoyed, Angry, Furious Hopeful Fearful, Worried Surprised, Shocked Relieved Disappointed Proud, Smug (x feels proud towards y)
Goal Situation
Goal of character x achieved Goal of character x thwarted or suspended Another character y caused goal situation a) to happened Another character y) caused goal situation b) to occur Goal of x is active Preservation goal is active A-goal is achieved or thwarted Situation f) was active but p-goal failure avoided Situation e) was active but goal is now thwarted Goal of another character y achieved by character x
Emotion-Goal progress relationship
Emotion
k) l) m) n) o) p) q) r) Guilty, Ashamed, Embarrassed, Regretful (x feels towards y) Ecstatic Little sad Condole, Commiserate Felicitate, Congratulate Envy, Jealous, Spiteful Gloat Caution, Warn
Goal Situation
Goal of another character y thwarted by x Important goal of a character x achieved Minor goal of character x thwarted Goal failure (y), (IPT-friends x y) Goal success (y) , (IPT-friends x y) Goalsuccess (y), (IPT-Enemies x y) Goal failure (y), (IPT-Enemies x y) Y should feel neg. inspite of goal success.
n) to r) are situation when a character expresses either to himself, or to another character y, the reaction x feels concerning a goal situation affecting y.
Handling Emotions
Happy > 100
Demonstrate
=>
Long Term Generate Goal: Get-Pleasure
+
Immediate Reaction Perform gesture Laugh Long Term => Generate Goal: ??? Get-Pleasure
100
>
Happy
<
50
+
Immediate Reaction Perform gesture Smile
Goal Template
Goal History
Number of times activated : XX Number of Times dropped: XX Number of Times suspended: XX
Suspended at : 12:45, 12:48
Restarted at : 12:46, 12:47 Reasons for suspension: • High Priority Goal Activated
• Not Progressing well Future Scheduling:
Goal Type: • Recurring • Periodic • One-Shot • Evolutionary • Permanent AskGirl outonbar started AskGirl outonbar finished Scheduled at : 12:47
Time
Episode
Chatwith otherfriends started Chatwith otherfriends suspended
Chatwith otherfriend
Chatwith otherfriends started AskGirl outonbar started
Chatwith otherfriends
restarte
finished
AskGirl outonbar finished
getaDrinkfrom getaDrinkfrom Bartender Bartender started finished
Time
Goal Library
GOALS LIBRARY • AskGirlOutonaBar • TalktoFriends • Enjoyment • …….
ACTIVE GOALS IN AN EPISODE
• AskGirlOutonaBar • TalktoFriends
Long Term Memory
Episodes
Current Relationship
Vacations
Father Friends Wife GirlFriend Friends
0
10
ChildHood Schooling
Short Term Memory
CurrentEmotional State : Happy
Holding Drink LotsofPeople Present
rcepts
CurrentLocation:Bar
InterPersonal Relationship
• • • • • • Friends Friend Parents Iulian Wife Sibling Santi Professional: Student, Boss Student Tina 0 10 Relationship Strength 0 0 10 10
Relationship Strength
Sandy
………… ………….
0
10
Perceptual State –Inter-PersonalRelationship
Insulting Remarks / min > 2 DecreaseRelationship Strength
LotsofInsults
Personality Traits
Aggressive Intelligent Ambitious
New Perceptual State
Goal
Edit Perceptual State
Goal
View Perceptual State
Goal
Search
Goals
Personality Trait
InterPersonal Relationship Emotion
Personality Trait
InterPersonal Relationship Emotion rules Long Term Memory Short Term Memory
Personality Trait
InterPersonal Relationship Goal History Episodes Long Term Memory Short Term Memory