UI Forms

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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

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