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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


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A Generative Model of Group Conversation

Hannah Morrison Chris Martens

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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/

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Introduction

  • Why is character believability important?
  • Character personality is built through conversation
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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.

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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

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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

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The Model

Outline:

  • Approach

– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change

  • Example Conversation
  • Results/Analysis
  • Future Work
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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.

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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)
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The Model: Overview

This is Alice. This is Bob. This is Carol.

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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)

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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

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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)

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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’

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The Model: Personality

I agree, Carol. The weather is too hot. State Change:

  • Bob is speaking.

(Rule: Agree to Please)

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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

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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)

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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

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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)

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The Model

Outline:

  • Approach

– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change

  • Example Conversation
  • Results/Analysis
  • Future Work
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The Model: Example Conversation

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The Model

Outline:

  • Approach

– Related Work – Overview – Conversation – Agent Personality – Emotion – Belief Change

  • Example Conversation
  • Results/Analysis
  • Future Work
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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

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The Model: Analysis

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Future Work

  • Add natural-language generation
  • Add depth to belief change
  • Add wider range of social interactions
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Future Work

  • Games

– Automate non-story-essential conversations

  • Social Skills Training

– Help practice interacting in groups

  • Combine these areas
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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