ui forms function #1: modify the schema of mental entities –create new entity –delete existing...

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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

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Page 1: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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

Page 2: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

UI Forms

• Function #2: Modify interaction between entities– Emotion generation rules (Perception + Goals

+ Emotions)– Goal selection rules (Goal + Personality +

Emotion)– Perception rules (Perception + Personality)

Page 3: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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

Page 4: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Goal TemplateTriggered By

Progress Conditions

Threat Conditions

Goal Tree

Get Girl

Greet

Talk Girl

GetWithinTalkingDistance

…..

…..

…..

Girl-present-in-a-bar

Girl-agrees-to-go-out

Girl-Not-speaking-a-lot

Girl-leave-the-bar

Success Condition

PickDrink

PickUpScript

UseScripts

Priority : 100

Girl-leave-the-bar

Failure Condition

Page 5: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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

Page 6: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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)

Page 7: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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

Page 8: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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 ?

Page 9: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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 ?

Page 10: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Goal Template

Actor flirting With a girl (as part of his role)

Used In

Similar Goals

Flirt at party

Flirt at college

Flirt at station

Flirt with older woman

Propose

Have sensuous talk

Linger with

Win Bet with Friends

Have a good time at bar

Spend a good evening

Visit a new cityMake your girlfriendjealous

Sleep with girl for

first time

Page 11: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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

Page 12: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

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.

Page 13: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Examples: Detection Operations• Operations on low level features

Inside, Outside, Withinsphere, Withincircle ??

• Operations on Turns

Turns/sec > XX, NoofTurns < XX

• TurnTypes

PositiveReplies/min… etc

• Turnpairs

Girl Location inside of Bar Inside(GirlLocation, BarLocation)

asktogoout agreeGirl-agrees-to-go-out =>

Page 14: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Perceptual State Detection

• Goal Detection How ?? – PAM style: too many inferential chains

• Operations– Decrease, Increase– Add, Subtract, Rate per sec/min/hr– Multiply, Divide

• Other Operation???

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

Page 15: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Perceptual State Detection

Girl-present-in-a-bar

Girl flirts a lot

Girl-agrees-to-go-out

Girl-Not-speaking-a-lot

Girl-leave-the-bar

Agrees-for-a-drink

=> Turns: Positive, Negative

Number of Turns/min < 4

Flirtresponse > 2

TurnPair

asktogoout agree

LocationGirl Location inside of Bar

Location

Girl Location inside of Bar

TurnTypeGoodbye

OR

=>

=>

=>

=>

=>

TurnPairAskforadrink agree OR TurnType

ProposeDrink

Page 16: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Emotion-Goal Progress Correspondence FormGoal Situation Emotional Reaction

Goal Successful Happy

0 10

Default Reaction

Users Can override the default reaction

AskforaDate Successful Happy

0 10

Page 17: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Emotion Goal Situationa) Happy, Joyous, Glad Goal of character x achieved

b) Unhappy, Upset, Sad Goal of character x thwarted or suspended

c) Grateful, thankful (x feels towards y) Another character y caused goal situation a) to happened

d) Annoyed, Angry, Furious Another character y) caused goal situation b) to occur

e) Hopeful Goal of x is active

f) Fearful, Worried Preservation goal is active

g) Surprised, Shocked A-goal is achieved or thwarted

h) Relieved Situation f) was active but p-goal failure avoided

i) Disappointed Situation e) was active but goal is now thwarted

j) Proud, Smug (x feels proud towards y) Goal of another character y achieved by character x

Emotion-Goal progress relationship

Page 18: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Emotion Goal Situationk) Guilty, Ashamed, Embarrassed, Regretful (x feels towards

y)Goal of another character y thwarted by x

l) Ecstatic Important goal of a character x achieved

m) Little sad Minor goal of character x thwarted

n) Condole, Commiserate Goal failure (y), (IPT-friends x y)

o) Felicitate, Congratulate Goal success (y) , (IPT-friends x y)

p) Envy, Jealous, Spiteful Goalsuccess (y), (IPT-Enemies x y)

q) Gloat Goal failure (y), (IPT-Enemies x y)

r) Caution, Warn 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.

Emotion-Goal progress relationship

Page 19: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Handling Emotions

Happy > 100 => Generate Goal: Get-Pleasure

+

Long Term

Perform gestureLaugh

Immediate Reaction

Happy 100 <

Demonstrate

> 50 => ??? Generate Goal: Get-Pleasure

+

Long Term

Perform gestureSmile

Immediate Reaction

Page 20: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Goal Template

Goal HistoryNumber of times activated : XX

Number of Times dropped: XX

Number of Times suspended: XX

Suspended at : 12:45, 12:48

Restarted at : 12:46, 12:47Reasons for suspension:

• High Priority Goal Activated

• Not Progressing well

Time

AskGirloutonbar

started

AskGirloutonbar

finished

Future Scheduling:

Scheduled at : 12:47Goal Type: • Recurring • Periodic • One-Shot• Evolutionary • Permanent

Page 21: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Episode

Time

AskGirloutonbar

started

AskGirloutonbar

finished

Chatwithotherfriends

started

Chatwithotherfriends

finished

Chatwithotherfriends

started suspended

Chatwithotherfriends

getaDrinkfromBartender

started

getaDrinkfromBartender

finished

Chatwithotherfriends

restarted

Page 22: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Goal Library

• AskGirlOutonaBar

• TalktoFriends

• Enjoyment

• …….

ACTIVE GOALS IN AN EPISODE

• AskGirlOutonaBar

• TalktoFriends

GOALS LIBRARY

Page 23: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Long Term Memory

Short Term Memory

Holding DrinkCurrentLocation:Bar

LotsofPeoplePresent

CurrentEmotionalState : Happy

Percepts

Episodes

Current Relationship

Father

Friends

Wife

GirlFriend

0 10ChildHood

Vacations

Schooling

Friends

Page 24: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

InterPersonal Relationship

• Friends • Parents• Wife• Sibling• Professional: • Student, Boss

0 10

Friend

Iulian

Santi 0 10

Relationship Strength

0 10

Student

Tina

Sandy 0 10

Relationship Strength

…………

………….

Page 25: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Perceptual State –Inter-PersonalRelationship

LotsofInsultsInsultingRemarks / min > 2

DecreaseRelationshipStrength

Page 26: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Personality Traits

AggressiveIntelligent Ambitious

Page 27: UI Forms Function #1: Modify the schema of mental entities –Create new entity –Delete existing entity –Edit properties of entity –Search for existing entity

Emotion rules

Goals

Goal History

New

Perceptual State

Goal

Personality Trait

InterPersonal Relationship

Edit View

Perceptual State

Goal

Personality Trait

InterPersonal Relationship

Perceptual State

Goal

Personality Trait

InterPersonal Relationship

Search

EpisodesLong Term

Memory

Short TermMemory

Long TermMemory

Short TermMemory

Emotion