cotillion emily short and richard evans – little text people

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Cotillion Emily Short and Richard Evans – Little Text People

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Page 1: Cotillion Emily Short and Richard Evans – Little Text People

Cotillion

Emily Short and Richard Evans– Little Text People

Page 2: Cotillion Emily Short and Richard Evans – Little Text People

Cotillion Project• Interactive comedy of

manners• Set in the world of

Austen

Page 3: Cotillion Emily Short and Richard Evans – Little Text People

Gameplay• Model social practices• Allow players to experiment with appropriate

and inappropriate behavior• Sims-like freedom within a narrative structure

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Interaction Features• Real-time• Multiplayer• PC / NPC Agnostic

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Conversation Model• Challenges:– Anyone can speak at any time– Any character can be an NPC– Character knowledge and attitude can change– Content generation needs to be manageable

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Information Structure• Beliefs and Questions• Emotional Responses• Membership Categorization• Turn-taking

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Beliefs• Propositions about the world• Discovered through conversation or world

model

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• Default way of saying a particular belief• Character-specific overrides• Can include standard responses for if the

listener accepts or rejects the statement

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Questions• Template for information the character wants

to have• Can only be asked if another character present

has a belief that fits the template

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• Generated by conversation and contact with the world model

• Aid to conversation continuity and transitions between topics

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Emotional Responses• Beliefs are also tagged with emotional effects– Expressing a negative belief about someone could lead

to them feeling insulted– Mentioning that you’re very rich could lead to

someone…• envying you• thinking you’re bragging• deciding you’d be a good marriage prospect

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Emotional Reaction Library• Large library of possible reactions• Layers of specificity– “being a host reacting to someone insulting the wine

you served”– “responding to someone insulting your friend in your

presence”– “responding to someone being unpleasant”

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Fine-Grained CharacterizationMiss Bates• Talks constantly• Likes to talk about her niece

Mr Collins• Likes to give advice• Name-dropper, always

mentioning rich patroness

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Fine-Grained CharacterizationMiss Bates• Talks constantly

– Positively score spoken beliefs

• Likes to talk about her niece– Positively score beliefs on the

topic of her niece

Mr Collins• Likes to give advice

– Positively score beliefs that are tagged as “correcting”

• Name-dropper– Positively score actions that

result in characters having questions about his patroness

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Interface of Information & Emotion• Informational content tied to narrative context• Emotional content tied to relationship

between characters• Emotional content generates dramatic payoffs

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Smalltalk

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Smalltalk

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Smalltalk

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Other types of scene…

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Other types of scene…

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Other types of scene…

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Other types of scene…

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Other types of scene…

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Harvey Sacks on Conversation• Membership Categorization Devices• Turn-Taking• Tying structure• Pre-sequences• Preferred sequences

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Membership Categorization Devices• A character is playing many roles at once

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Many roles at once: Mr Darcy

• A member of the gentry• A friend of Bingley• A brother to Georgiana• A participant at the ball

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Membership Categorization Devices• A character is playing many roles at once• For each role, we can ask: is he good at

performing that role?

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Is he good at performing these roles?

• A member of the gentry: noble• A friend of Bingley: loyal• A brother to Georgiana: kind• A participant at the ball: aloof

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Page 36: Cotillion Emily Short and Richard Evans – Little Text People

Choosing How to Evaluate• Miss Bates’ sycophantic remark…– Polite– Low-breeding– (Ignore)

• Individual personality determines autonomous choice

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Multiple Roles• Breeding• Constitution• Propriety• Accomplishments• Spouse• Intelligence• Politeness• Attraction• Sensibility• …

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Compare with Other Games

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Role Evaluation• Agents can remember justifications for their

role evaluations• Agents can communicate role evaluations to

others• Role evaluations can affect subsequent

autonomous behavior

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Communicating Role Evaluations

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Turn-Taking• If the last utterance has selected a next-

speaker, that speaker should speak next• Otherwise, the floor is open

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Planning with Conditional Effects

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Planning• In most planning systems, the agent’s

estimation of the consequences of the action is much simpler than the actual consequences of the action

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Going to the Toilet• Execution: – route into bathroom– if nobody else around

• play animation• satisfy Bladder motive

• Planning: – satisfy Bladder motive

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Going to the Toilet

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Problems• It is error-prone• It misses conditional-effects

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Planning with Conditional Effects• Our planner uses the actual future world state

– not an approximation• We return to the previous world-state by

UNDOing the postconditions• We can do this because we are working in a

custom DSL which supports UNDO

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Conditional-Effects Planning

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Planning with Conditional Effects

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Planning with Conditional Effects

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