avatars bridging the semantic gap eladhari 2007
TRANSCRIPT
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Mirj
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Keynote:
Avatars Bridging the Semantic Gap
Mirjam Palosaari EladhariGotland University
SALERO Open House13 June 2007
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Mirjam Palosaari Eladhari
My areas:
• Computing Science• Game Design
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Mirjam Palosaari Eladhari
My areas:
• Computing Science• Game Design
Using:
• Narratology• Behavior science
• Expressive AI
Mirj
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Mirjam Palosaari Eladhari
My areas:
• Computing Science• Game Design
Using:
• Narratology• Behavior science
• Expressive AI
My field:
• Massively Multiplayer Online Games
Experiments:• Semiautonomous
avatars in different game context
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My Background
Academic:
Literary Studies, Behavioural science, Computing Sc ience
Industrial:
Lead Game Programmer at Liquid Media 2000 - 2001. Game production company focussing on 3D Adventure Games. C++, Java, Miles Sound Systems, 3DSMax, FEngine, Criterion Renderware.
Tech Lead at Zero Game Studio 2002 - 2003. Studio for applied research in Game Development, part of Interactive Institute. C++, NEL Engine, 3DSMax, MoCap.
PhD Student at Gotland University , 2004 - current. Tied to Teesside University in UK and University of California Santa Cruz in USA.
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Overview
• Interpreting the world• Syntaxes for rebuilding it in versions• The semantic gap• The Semi-autonomous Avatar• The Future
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INTERPRETING THE WORLD
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Mirj
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Understanding by abstraction
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Queen of the Prom
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Aristotle: Categoriae
• 384 BC – 322 BC• Aristotle's 10-fold
classification of that which exists. – Substance– Quantity– Quality– Relation– Place– Time– Situation– Condition– Action– passion
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Taxonomy
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Ontologia
1606, Ogdoas Scholastica by Jacob Lorhard
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Kant
• category = a pure concept of the understanding.
• A Kantian category is a characteristic of the appearance of any object in general, before it has been experienced. It is the condition of the possibility of things in general , or of things as such.
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Semantics
• Semantics = the aspects of meaning that are expressed in a language, code, or other form of representation.
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SyntaxProgramming Languages –
categorical list1 Array languages 2 Aspect-oriented languages 3 Assembly languages 4 Authoring languages 5 Command line interface languages 6 Compiled languages 7 Concurrent languages 8 Curly-bracket languages 9 Dataflow languages 10 Data-oriented languages 11 Data-structured languages 12 Declarative languages 13 Esoteric languages 14 Extension languages 15 Fourth-generation languages 16 Functional languages 17 Interactive mode languages 18 Interpreted languages 19 Iterative languages 20 List-based languages 21 Little languages 22 Logic-based languages
23 Machine languages 24 Macro languages 25 Metaprogramming languages 26 Multiparadigm languages 27 Numerical analysis 28 Non-English-based languages 29 Object-oriented class-based languages 29.1 Multiple dispatch 29.2 Single dispatch 30 Object-oriented prototype-based languages 31 Off-side rule languages 32 Procedural languages 33 Reflective languages 34 Rule-based languages 35 Scripting languages 36 Stack-based languages 37 Synchronous languages 38 Syntax handling languages 39 Visual languages 40 Wirth languages 41 XML-based languages
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WORLD IN PIECES
Breaking it down into building blocks
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007 Labarinto and the Tarrochi of
Mantegna
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Animal Symbolism
Mirj
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007 Emblematic
symbolism
The bird of Hermes is my name eating my wings to make me tame.
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007 A card from WoW trading card
game
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WoW Cards
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WoW guides
• An atlas, a Monster Guide and a Strategy Guide
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Novels
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All these world systems
• Games moving between platforms –new system adaptations
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Uni
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007 We are used to object
classifications• Nature: Aristotle and so on.• Philosopy• Jung’s archetypes• Animal symbolism in alchemy• Cultural and religious symbols• Etc etc
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availiable
• Games• Level editors• Game engines
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Mirj
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Mirj
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Some Level Editors• Advance Map, editor for the Pokémon games for the GBA. • Age of Empires Scenario Editor (included in all of series) • BotEdit Level Editor for BotKiller 2 (RISC OS (Acorn)) • Boulder Dash Construction Kit • Build, for Build engine based games such as Duke Nukem 3D,
Shadow Warrior or Blood• DeleD, a general-purpose 3D editor specialized on level design and
static modelling with export plugins for several common file formats • Deus Ex SDK for Ion Storm's Deus Ex• DinkEdit for Dink Smallwood• EliteMap, another editor for the Pokémon games on the GBA. • Sandbox Map Editor for Far Cry• Final Alert Map Editor for Command & Conquer Red Alert 2• GtkRadiant by id Software and Loki Software• The Heroes of Might and Magic series editors. • JED, level editor for Jedi Knight: Dark Forces II• Kyle Petty's No Fear Racing track editor (Super Nintendo) • Lunar Magic, an editor for Super Mario World• MohRadiant Editor for Medal of Honor: Allied Assault• Megazeux Game engine and editor. • Pariah level editor • Penny Racers track editor (Nintendo64) • PK Hack Game editor for Earthbound• Q4Radiant Built-in editor for Quake 4• QuArK, Quake Army Knife editor, for a variety of engines (such as
Quake3, HalfLife, Torque, etc.) • Re-Volt track editor (PC/PS1/N64/Dreamcast) • RED Editor, the level editor for Red Faction• Serious Editor, the level editor for Serious Sam•
• UnrealEd is the level editor for Epic's Unreal series of first-person shooters.
• Serious Editor 2, the level and content editor for Serious Sam II• SimPE, level and content editor for The Sims 2• Soldat Map Maker and Polyworks, maps editors for Soldat• Star Wars Battlefront BFBuilder• StarEdit Editor for StarCraft• Siege Editor for Dungeon Siege• Test Drive V-Rally track editor (Sega Dreamcast) • Tomb Raider Level Editor• Tile Studio general purpose sprite/level editor for game programmers • Tiled general purpose 2D tile map editor • TimeSplitters level editor • TimeSplitters 2 level editor • TimeSplitters: Future Perfect level editor • Toad's tool 64 a Super Mario 64 level editor currently in development • UnrealEd for Epic's Unreal series of first-person shooters• Valve Hammer Editor for Half-Life 2 (and related Steam games) • Warcraft III World Editor (in addition to the Warcraft and Warcraft II
editors) • Wizard and its sequel, Ultimate Wizard• WooHoo, package editor for Mac OS for The Sims 2• World Builder map editor for Command & Conquer: Generals - Zero
Hour, Command & Conquer: Generals and Command & Conquer 3: Tiberium Wars
• Worms Armageddon map editor • ZZT game engine and editor
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Command & Conquer: Generals
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007 UnrealEd 3.0 screenshot. The open map is "Face 3" from
Unreal Tournament 2004.
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Game Engines
1.Today ~140 Game Engines available to developers (half of them commercial)
2.For virtual worlds: 14
3.A huge increase over the last years
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MUDs and MUD servers
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MU* Servers
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MMO Middleware• Active Worlds• Bigworld Technology• Hero Engine• Gamebryo from Emergent Game Technologies• Kaneva Game Platform• Multiverse• Toi• Torque Game Engine• RealmCrafter• Project Darkstar• NeL from Nevrax, which is the foundation of their MMORPG Ryzom• Second Life (Note: Second Life enables users to create content but not entire
standalone games or virtual worlds). • Croquet Project• SparkForge
List from June 2007
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All these worlds
• We are great at creating systems for interpeting the complex world around us. Periodical table, Linnés classification system etc..
• We are also great at constructing new systems – historically with an increasing level of virtuality, reaching the cresendo of the latest five years.
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All these world systems
• So many systems• Player is supposed to – while wearing her
avatar – UNDERSTAND – the system
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For Who?
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Some times it doesn’t make sense
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Someone elses ontology is seldom understandable without learning.
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Someone elses ontology is seldom understandable without learning.
• The more added complexity, the steeper the learning curve for someone trying to understand the world.
• True for meeting new cultures;– Countires– Subcultures – Sciences/Knowledge areas– Virtual worlds– etc
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Semantic gap
The difference between two descriptions of an object by different linguistic representations, for instance languages or symbols.
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Semantic gap
• The key challenge in content analysis is to come as close to semantically relevant information as the human understanding and knowledge, but with as little human manual annotation as possible.
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The Virtual Human
Let the virtual human do it! Not just as an agent but as a semiautonmous avatar!
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Then... What is a human?
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May depend on context
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PC stats
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Virtual Humans
• Hayes-Roth Smart Interactive Characters concerns the development of software "minds" for virtual characters who have distinctly human qualities and capabilities, such as identity and personality, affect and empathy, knowledge and expertise, life story and evolving social relationships
• MRE Project - virtual humans with realistic behaviors, and effective natural language communication between users and virtual humans
• Bates - believable agents (liminal paper 1994)
• OZ project
• Miralab in Geneva – personality and Emotion Simulation
• The Sims
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Most of the research into virtual humans and different agent structures aim to create
fully autonomous agents.
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In games
• Player character is the focalizer (Genette-term).
• All functionality implemented in order to facilitate the actions of the player.
• Design of the Player Character reflects the overall game design – the lithmus paper of game design.
• In the worlds created by humans the Player Character really is the crown of creation.
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Player Character
• is the connection point between the player and the game world.
• The embodied interface.• The poularity of
embodiment in virtual environments.Not at all necessary, but people prefer it. The analogy to the physical world.
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+ = ?
•The player of a virtual game world need to do a lot of on-the-fly annotation to interpret the world.
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Semi autonomous avatars
Imagine that you, when you play an MMORPG, not only get a virtual body, but also a virtual mind.
Depending on game design – sliding scale of level of autonomy, ranging from advice only to full autonomy
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Mind Module
Yet another system.
Draws upon knowledge of the human mind.
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Mind Module
• Only one way of doing it. Reflects the understanding we have of the human mind today. An attempt to implement parts that can be useful in virtual worlds.
• Types of personalities. Current implementation uses the OCEAN trait model.
• Types of Emotions. Current implementation is based on Tomkin’s affect theory and Ekman’s further work on the same.
• Specification of dependencies of how personality and emotion nodes affect mood nodes.
• Specification of possible reactions.
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vers
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007 Purpose/Task of Mind Component
• Interpret the environment in emotional terms and process affective states
• Provide emotional output from the individual player characters
• MM give outputs in the form of emotional reactions and/or potential emotional reactions
• These outputs in turn become inputs to the sensors of the MMs of surrounding entities.
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Affect Nodes
personality - global and permanent
emotion - brief and focused (ie. directed at a specific object)
mood - brief and global
sentiment - permanent and focused
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Personality Trait Nodes
Defines how you ”are”.
Traits: OCEAN model (Big five)
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Define how you feel right now
Emotion Nodes
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Ekman, P,. “All emotions are basic” in The Nature of Emotion, ed. Paul Ekman, Richard J Davidson, (Oxford University Press 1994) 15 - 19
Emotions
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Sentiment
Define how you generally feel about specific things
An emotional disposition towards a specific object or class of objects.
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Mood
Define how you feel today
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Back to Kant
• A Kantian category is a characteristic of the appearance of any object in general, before it has been experienced. It is the condition of the possibility of things in general , or of things as such.
• The ”sentiments” of the MM is one way to help a semiautonous avatar build categories.
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Next step for MM - adaptivity
• Functions for ontological knowledge gathering (extending sentiment node functionality):– ie let the characters ’learn’ about their environment by
experiences.– May rule out the need for a game specific data
mapping.– Can be achieved if the result of actions done or
events experienced is coupled to the entities that are the targets for action or the ones causing events.
Goal: bridiging the semantic gap by letting the Min d Module helpthe player with understanding the world, and it’s e motional impact.
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Mirj
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Future
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007 Rapid growths we have seen
recently• Second Life (environments and avatars)• My Space (audio)• You Tube (video)• Flickr (photos)• Wiki’s (systematised content in text form)• Blogs – linking in all above
Indiviual expression(companies now moving in)
...And of course the massive increase of people playing MMO’s after the release of WoW
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connecting media and systems
• The use of TAGs forming tag-clouds: In Wiki’s, in Flickr, in YouTube.
• The evolvement of interfaces between the myriad of code syntaxes, ex: SWIG –wrapping of SW Modules, made accessible for many scripting languages.
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Virtual selfes acting on their own?
• ALICE bots – people creating bots with simple interfaces – virtual persons that users can chat with.
• Macroe’d participation in MMOGs –players program their avatars to act and interact while the player is online
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Connecting Worlds?• Thoughts on creating virtual world systems
connected to each other, similar to the World Wide web:
– Croquet project– Second Life releasing source code
– More game engines for MMOGs are developed
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Future
Virtual selves traversing worlds?Personal virtual worlds?Intelligent objects ”released”?
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Future
Virtual selves traversing worlds?Personal virtual worlds?Intelligent objects ”released”?
Dependent on:• Standards• Validation of standards• Promotion of standards• Use of standards
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Future
• Given the myriad of systems developed the past 2k years – Are we at all capable of standardisation?
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Future
• Given the myriad of systems developed the past 2k years – Are we at all capable of standardisation?
• Qualified guess:Tools for interfacing beween systems will evolve – giving freedom to the intelligent objects.
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Thank you for your attention!