A Generative Model of Group Conversation Hannah Morrison Chris - - PowerPoint PPT Presentation
A Generative Model of Group Conversation Hannah Morrison Chris - - PowerPoint PPT Presentation
A Generative Model of Group Conversation Hannah Morrison Chris Martens About Me Junior at North Carolina State University Favorite games: Transistor , Hellblade: Senuas Sacrifice , Life is Strange , Overwatch
About Me
- Junior at North Carolina State University
- Favorite games: Transistor, Hellblade: Senua’s
Sacrifice, Life is Strange, Overwatch
https://lh3.googleusercontent.com/bv677TeGn5sOGjMud3zSqJBNPec1Ip_ 2w5Y1oN6J9q0pAdLDWAn_F-WezvE0SykrWHiP1v5rYmhhzODwobJUvelL 4V-q=s300 http://www.hellblade.com/new-hellblade-title-poster/
Introduction
- Why is character believability important?
- Character personality is built through conversation
Introduction
Example: Overwatch
Overwatch Uprising 000. Digital Image. Blizzard Press Center. Blizzard Entertainment. Web. Reference Kit: Symmetra. Digital image. Play Overwatch. Blizzard Entertainment. Web. "Symmetra/Quotes." Overwatch Wiki. Gamepedia, 21 Apr. 2017. Web. 17 July 2017. "Uprising/Quotes." Overwatch Wiki. Gamepedia, 30 May 2017. Web. 17 July 2017.
Introduction
Example: Dragon Age: Inquisition
http://dragonage.wikia.com/wiki/Cassandra_Pentaghast/Dialogue http://gamingtrend.com/wp-content/uploads/2014/11/Dragon-Age-Inquisition-Preview-01.jpg
Introduction
Problem: hand-authoring conversations
https://www.polygon.com/e3/2017/6/14/15803834/detroit-become-humans-e3-2017-script-david-cage https://www.vg247.com/2015/09/23/until-dawns-script-was-10000-pages-long/ https://gamerant.com/witcher-3-script-length/
Solution: generative conversation models
The Model
Outline:
- Approach
– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change
- Example Conversation
- Results/Analysis
- Future Work
The Model: Related Work
- Inspired by Ryan et al., Short and Evans
- Based rules on work by Stodgill, Johnson and Johnson,
Gibson
- Written in Ceptre
– Linear-logic based modeling language
Richard Evans and Emily Short. 2014. Versu—a simulationist storytelling system. IEEE Transactions on Computational Intelligence and AI in Games 6, 2 (2014), 113–130 James Ryan, Michael Mateas, and Noah Wardrip-Fruin. 2016. A lightweight videogame dialogue manager. Proc. DiGRA–FDG (2016). David R Gibson. 2003. Participation shifts: Order and differentiation in group conversation. Social forces 81, 4 (2003), 1335–1380 David W Johnson and Frank P Johnson. 1991. Joining together: Group theory and group skills. Prentice-Hall, Inc. Ralph M Stogdill. 1959. Individual behavior and group achievement: A theory; the experimental evidence. (1959). Chris Martens. 2015. Ceptre: A language for modeling generative interactive systems. In Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference.
The Model: Overview
- “The Model” = Ceptre Program
- Conversation topics and characters are hard-coded
– may be changed by the author
- Characters can have changing opinions and emotions,
have personalities
- Output: conversational skeletons
- No goal-oriented behavior (yet)
The Model: Overview
This is Alice. This is Bob. This is Carol.
The Model: Overview
Let’s talk about the weather. Current State:
- Alice, Bob, and Carol like each other.
- Alice, Bob, and Carol feel content.
- Alice has the Participant personality.
- Bob has the People Pleaser
Personality.
- Carol has the Contrarian Personality.
- Alice and Carol have a positive opinion
- f the weather.
- Bob has a negative opinion of the
weather.
- Current Topic: Weather
Initial State:
- Alice, Bob, and Carol like
each other.
- Alice, Bob, and Carol feel
content.
- Alice has the Participant
personality.
- Bob has the People
Pleaser Personality.
- Carol has the Contrarian
Personality.
- Alice and Bob have a
positive opinion of the weather.
- Carol has a negative
- pinion of the weather.
- Current Topic: None
Rule: Initiate Conversation Shorthand: State Change:
- Current Topic: Weather
(Rule: Initiate Conversation)
The Model: Conversation
- Rules (mostly) enforce conversational norms and flow
– e.g. only one person may speak at a time Example interrupt: if C is the type of person to interrupt someone and C’ is currently speaking then C interrupts C’ and C is currently speaking and C’ feels miffed
The Model: Conversation
I think-- I think the weather is horrible! State Change:
- Alice is speaking.
(Rule: Begin Speaking) State Change:
- Carol is speaking.
(Rule: Interrupt)
- Alice feels miffed.
(Rule: Interrupt)
The Model: Personality
- Personality Archetypes: Participant, People-Pleaser,
Contrarian, Reticent
- Rules only accessible to certain personality archetypes
Example: agree to please: if C hears C’ say their opinion on a topic and C is a People-Pleaser then C vocalizes agreement with C’
The Model: Personality
I agree, Carol. The weather is too hot. State Change:
- Bob is speaking.
(Rule: Agree to Please)
The Model: Emotion
- Rules describe emotional state transitions
- Characters can feel encouraged, dejected, miffed,
angry, content Example: upset from interruption: if C feels miffed twice then C feels angry
The Model: Emotion
I think-- I think the weather is awful! State Change:
- Alice is speaking.
(Rule: Begin Speaking) State Change:
- Carol is speaking.
(Rule: Interrupt)
- Alice is angry.
(Rule: Upset From Interruption)
The Model: Belief Change
- Rules depict changing sentiments of the characters
- Characters can have a positive, negative, or neutral
sentiment regarding a topic Example: negative to neutral opinion: if C has a negative opinion about the current topic and C hears C’ voice a positive
- pinion about the current topic then C has a neutral opinion
about the current topic
The Model: Belief Change
I like the
- weather. I think
the weather is perfect for swimming. State Change:
- Alice is speaking.
(Rule: Begin Speaking/Finish Speaking) Maybe the weather isn’t as bad as I thought. State Change:
- Carol has a neutral opinion
- f the weather.
(Rule: Negative to Neutral Opinion)
The Model
Outline:
- Approach
– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change
- Example Conversation
- Results/Analysis
- Future Work
The Model: Example Conversation
The Model
Outline:
- Approach
– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change
- Example Conversation
- Results/Analysis
- Future Work
The Model: Analysis
- Expressive range: range of outcomes the model is
capable of generating – Goal: produce a variety of meaningful outcomes
- To test: run the program with different combinations of
inputs – A few outcomes: not good – Many outcomes: good
The Model: Analysis
Future Work
- Add natural-language generation
- Add depth to belief change
- Add wider range of social interactions
Future Work
- Games
– Automate non-story-essential conversations
- Social Skills Training
– Help practice interacting in groups
- Combine these areas
Conclusion
- Conversations are a fundamental part of narrative and
character development, but authoring them is time consuming
- We created a generative model of conversation
- Our model generates dynamic, diverse representations
- f conversations between groups of characters
- E-mail: hmorris3@ncsu.edu