Annotated Worlds for Animate Characters
Intelligent characters are presently quite limited. How useful and how believable they
are depends on the extent to which they are integrated into a specific environment
for a particular set of tasks. This tight integration of character and context is an
inadequate approach in the rapidly-expanding realm of large, diverse, structurally
homogeneous but disparate virtual environments, of which the Web is only the most
obvious example. By separating a character.s core features, which are invariable, from
its knowledge of and abilities in any specific environment, and embedding this latter
information in the environment itself, we can significantly improve the character.s
believability, its utility, and its reusability across a variety of domains.
This thesis describes the requirements for an agent architecture that can interact
with an annotated virtual environment, together with languages for representing
information in and about these environments. An example applying this approach
to intelligent characters is presented and used in two substantially different environments,
the Web and a multi-user virtual world.
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Patrick Doyle
Ph.D. Thesis, Stanford University, May 2004.
(Single-sided PDF version)
(Double-sided PDF version)
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Believability through Context: Using "Knowledge in the World" to
Create Intelligent Characters
Intelligent characters are presently quite limited. How useful and how
believable they are depends on the extent to which they are integrated
into a specific environment for a particular set of tasks. This tight
integration of character and context is an inadequate approach in the
rapidly-expanding realm of large, diverse, structurally homogeneous but
disparate virtual environments, of which the Web is only the most obvious
example. By separating a character`s core features, which are invariable,
from its knowledge of and abilities in any specific environment, and
embedding this latter information as annotations in the environment
itself, we can significantly improve the character`s believability, its
utility, and its reusability across a variety of domains.
This paper describes an agent architecture that can interact with an
annotated virtual environment, together with languages for representing
information in and about these environments. An example applying this
approach to intelligent characters is presented and used in a complex
multi-user virtual world.
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Patrick Doyle
In Proceedings of the International Joint Conference on
Autonomous Agents and Multi-Agent Systems (AAMAS 2002), Bologna,
Italy, July 2002, pp. 342-349.
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Adventure Games: A Challenge for Cognitive Robotics
This paper presents a set of challenges for cognitive robotics in the
context of a text-based adventure game. Games in this class have many
challenging properties for cognitive robotics, including incompletely
specified goals, an environment revealed only through exploration, actions
whose preconditions and effects are not known a priori, and the
need of commonsense knowledge for determining what actions are likely to
be available or effective. These qualities require an agent that is able
to use commonsense knowledge, make assumptions about unavailable
knowledge, revise its beliefs, and learn what actions are appropriate.
At the same time, more traditional robotics problems arise, including
sensing, object classification, focusing on relevant features on a
situation, reasoning within context, and decision-making, all within a
large state space. In this paper we introduce the game and its
environment, elaborate upon the properties of both as they pertain to
cognitive robotics, and argue that this is a highly advantageous venue for
exploring cognitive robotics issues.
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Eyal Amir and Patrick Doyle
In AAAI '02 Workshop on Cognitive Robotics.
(PDF
version)
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Design and Evaluation of Embodied Conversational Agents: A Proposed
Taxonomy
This workshop call demonstrates that our field is
eager to move beyond first-generation generalist projects, toward a more
mature practice. To do so, we seek to set up a common set of expectations
and criteria for how to judge our work. In this paper, we propose some
subclasses of embodied conversational character research and design, with
criteria for describing and evaluating research and design advances in
each. We suggest that researchers in this field could benefit from
carefully identifying their own areas of expertise and contribution, and
then looking for ways to collaborate on standards and share advances
within these sub-areas. Presenting results, then, would require making
clear the sub-areas addressed by the particular project, with evaluations
appropriate to those areas included. We believe this approach can help
the research community to clarify contributions, and more easily build a
common base of knowledge.
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Katherine Isbister and Patrick Doyle
In AAMAS '02 Workshop on Embodied Conversational Agents.
(PostScript
version)
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Touring Machines: Guide Agents for Sharing Stories about Digital Places
Human understanding of the physical world frequently derives from the
narratives we construct about it. Analagously, we can incorporate
narratives in virtual spaces to give visitors a sense of place and
purpose. In this paper we describe two projects using interactive
characters as a medium for story building and storytelling within and
about the digital places they inhabit.
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Katherine Isbister and Patrick Doyle
In Working Notes of the 1999 AAAI Fall Symposium on
Narrative Intelligence.
(PostScript
version)
(PDF
version)
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When is a Communicative Agent a Good Idea?
Research suggests humans treat computers in social ways. We understandably
have an interest in building interfaces that use embodiment and natural
language to conform to these social roles. However, we must be careful how
and when we embed these agents so they actually improve on existing
interfaces, rather than simply making them more social.
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Patrick Doyle
In Workshop on Communicative Agents of the Third
International Conference on Autonomous Agents, Seattle WA, May 1999.
(PostScript
version)
(PDF
version)
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Virtual Intelligence from Artificial Reality:
Building Stupid Agents in Smart Environments
As the nature of online gaming changes to accomodate vast,
persistent virtual worlds, there is a growing need to populate them
with inhabitants capable of dynamic, adaptable, fruitful
interactions with players. In this paper we argue that by
separately placing abstract compentencies in the agent and concrete
domain knowledge in the environment, we can build simple
intelligences that exhibit sophisticated behaviors.
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Patrick Doyle
In Working Notes of the 1999 AAAI Spring Symposium on Artificial
Intelligence and Computer Games
(PostScript version)
(PDF version)
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Animate Characters
The world of everyday interactions is filled with characters, real or
fictitious, and human knowledge of how to make these interactions
satisfying and productive relies upon an understanding of character. As
agents become more intelligent and more ubiquitous, we may naturally ask
how we can endow them with life and personality to make them easier and
more gratifying to use. This paper offers a broad definition of "animate
character," and examines the technical and artistic issues involved both
in the creation and the evaluation of such systems. We provide example
interactions with several character types. The paper concludes with an
annotated bibliographic survey of work done in this area.
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Barbara Hayes-Roth and Patrick Doyle
Autonomous Agents and Multi-Agent Systems, Volume 1, Number 2,
October 1998, pp. 195-230.
(No electronic version available)
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Agents in Annotated Worlds
Virtual worlds offer great potential as environments for education,
entertainment, and collaborative work. For agents to function effectively
in heterogeneous virtual spaces, they must have the ability to acquire new
behaviors and useful semantic information from those contexts. The
human-computer interaction literature discusses how to construct spaces and
objects that provide "knowledge in the world" that aids human beings to
perform these tasks. In this paper, we describe comparable annotated
environments containing explanations of the purpose and uses of spaces
and
activities that allow agents quickly to become intelligent actors in those
spaces. Examples are provided from our application domain, believable
agents acting as inhabitants and guides in a children's exploratory world.
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Patrick Doyle and Barbara Hayes-Roth
Stanford Knowledge Systems Laboratory Report KSL-97-09, Stanford
University, Stanford, CA, December 1997.
A revised version of this
report appears in Proceedings of the Second International
Conference on Autonomous Agents, Minneapolis MN, May 1998.
(PostScript version)
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Annotating Virtual Worlds
Virtual worlds offer great potential as environments for education,
entertainment, and collaborative work. To make full use of such worlds,
they must support meaningful interaction with agents from heterogeneous
sources. By annotating these environments with explanations of their
purpose and descriptions of available actions, agents can quickly become
intelligent actors in these spaces. In this paper we describe an effort to
annotate a children's educational world to allow believable agents to
function as guides, companions, and passers-by.
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Patrick Doyle and Barbara Hayes-Roth
In Proceedings of the 1998 Virtual Worlds and Simulation
Conference, The
Society for Computer Simulation, San Diego, CA, January 1998.
(No electronic version available)
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Tigrito: A Multi-Mode Interactive Improvisational Agent
Annotating Virtual Worlds
This paper presents the implementation of Tigrito, an affective computer
character. We outline how Tigrito can be used to study chidren's sense of
engagement and relationship with virtual toys in different modes of
interaction.
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Heidy Maldonado, Antoine Picard, Patrick Doyle and Barbara Hayes-Roth
Stanford Knowledge
Systems Laboratory Report KSL-97-08, Stanford University, Stanford CA,
December 1997.
Also appeared in Proceedings
of the 1998 International Conference on Intelligent User Interfaces,
ACM Press, New York, January 1998.
(PostScript
version)
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Guided Exploration of Virtual Worlds
As computers and computer networks become commonplace in the home and in
our educational institutions, educators are searching for ways to make them
effective tools for instruction. Virtual environments that support
learning through exploration and experimentation hold the promise of being
such a tool. In this paper, we introduce an intelligent computer agent
whose purpose is to guide children in their discovery of such worlds, and
by so doing, to increase both their enjoyment and the effectiveness of that
discovery.
Our guide is modeled on Merlyn, the befuddled seer and tutor to
young King
Arthur in T. H. White's The Once and Future King. Merlyn is an
autonomous
agent that also has an integrated personality and emotional model, since he
is intended to be a companion rather than a reference. We describe a
particular kind of virtual world, the MUD (or Multi-User Dimension), that
Merlyn is designed to interact with. We explain how he makes decisions in
such a world, and how these places can be annotated with information to
help him understand why they are there and how to use them. Merlyn can use
these annotations to learn more about the world as the child travels, and
this allows him to explain the world to the child, to suggest activities
that may interest the child, and to participate with the child - in playing
games, for example. We describe two prototype implementations of Merlyn,
and describe future additions for a full-featured version. With Merlyn as
a companion, a child can be guided into strategically-chosen learning
activities while having a friendly, entertaining experience in the virtual
environment.
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Patrick Doyle and Barbara Hayes-Roth
Stanford Knowledge Systems
Laboratory Report KSL-97-04, Stanford University, Stanford, CA, May 1997.
A revised version of this report is available in Network and Netplay:
Virtual Groups on the Internet, ed. F. Sudweeks, M. McLaughlin, S.
Rafaeli. New York: MIT Press, 1998.
(PostScript
version)
The writer writes in order to teach himself, to understand himself, to
satisfy himself; the publishing of his ideas, though it brings
gratification, is a curious anticlimax.
-- Alfred Kazin
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Gurevich Abstract State Machines
and Schönhage Storage Modification Machines
We demonstrate that Schönhage storage modification machines are
equivalent, in a strong sense, to unary abstract state machines. We also
show that if one extends the Schönhage model with a pairing function
and removes the unary restriction, then equivalence between the two
machine models survives.
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Scott Dexter, Patrick Doyle and Yuri Gurevich
In Journal
of Universal Computer Science, Volume 3, Number 4, April 1997.
An earlier version is available as
Computer Science and Engineering Technical Report
CSE-TR-326-97, University of Michigan, Ann Arbor, 1997.
(Journal Article)
(Technical
Report)
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An Intelligent Guide for Virtual Environments
In T. H. White's famous retelling of the Arthurian legend, the aged wizard
Merlyn is tutor to the young boy Wart, who will grow up to be King Arthur.
Through his magic, Merlyn changes Wart into different creatures and
transports him to alien environments so he can learn about worlds other
than his own. In this paper, we introduce Merlyn as an autonomous
intelligent agent, whose purpose is to be a guide and companion to
children in their explorations of virtual worlds.
Merlyn has an integrated
personality and variable moods, so he will be a companion rather than a
tool for the child's use. We discuss how Merlyn operates in 'annotated
environments,' where the perceived world is reflected in data structures
directly accessible to a broad variety of agents. Merlyn becomes more
knowledgeable about such worlds as he travels with the child, and he can
use these annotations to guide his choice of interactions -- in playing
games, for example. Annotations also allow Merlyn to 'endow' the child
with environment-specific capabilities to guide the child's experiential
learning. Merlyn is also capable of monitoring the child's interests and
abilities, and tailoring his personality and actions to them. With Merlyn
as a companion, a child can be guided into strategically-chosen learning
activities while having a friendly, entertaining experience in the virtual
environment.
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Patrick Doyle and
Barbara Hayes-Roth
Stanford Knowledge Systems Laboratory Report KSL-96-20, Stanford
University, Stanford CA, July 1996.
A poster abstract for this paper appears in Proceedings of
the First International Conference on Autonomous Agents, ACM Press,
New York, February 1997.
A revised version of this report appears in
Animated
Interface Agents: Making Them Intelligent, Proceedings of the IJCAI-97
Workshop.
(PostScript
version)
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Computer-Aided Exploration of Virtual Environments
We introduce an intelligent "guide" that assists users in learning about
and exploring in virtual environments, particularly MUDs. The guide
itself acts independently of the user, while the user controls his or her
own avatar. In addition to accepting options offered by the guide, our
system allows the user to direct the avatar by explicit MUD commands as
well as via abstract instructions and constraints. The guide, in addition
to scanning the MUD environment for actions and knowledge to present to
the user, can communicate with the user, suggest activities, and record
user preferences to tailor its behavior across multiple sessions.
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Patrick Doyle and
Barbara Hayes-Roth
In Entertainment in
AI/A-Life: Papers from the 1996 AAAI Workshop, AAAI Technical
Report WS-96-03, AAAI Press, Menlo Park, CA, August 1996.
(PostScript
version)
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Presentations
Web-Surfing Characters: Intelligent Interfaces for Believable Agents
Virtual worlds offer great potential as environments for education,
entertainment, and collaborative work. The effective use and growth of
such places in many cases depends upon their ability to support the
activities of intelligent agents as well as human beings. To permit
agents from heterogeneous sources to act in context-sensitive ways without
requiring humanlike reasoning abilities, we propose to build annotated
environments in which explanations of purpose, meaning and action permit
agents quickly to become intelligent actors in those spaces.
In this talk, we present a summary of our work on building believable, or
lifelike, characters that inhabit educational worlds. We will discuss the
problems of building such characters, the kinds and structure of
annotations needed to make them useful, and describe prototypes we have
done both in MUD environments and on the Web.
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Patrick Doyle
Knowledge Systems Laboratory Seminar Series
Stanford University,
November 1998
Lecturer, n. One with his hand in your pocket, his tongue in
your ear, and his faith in your patience.
-- Ambrose Bierce, The Devil's Dictionary
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Merlyn and the Foret Sauvage
(No abstract available.)
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Patrick Doyle
Center for the Study of Language and Information
Stanford University, November 1997
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Agents in Annotated Worlds
Virtual worlds offer great potential as environments for education,
entertainment, and collaborative work. The effective use and growth of
such places in many cases depends upon their ability to support the
activities of intelligent agents as well as human beings. To permit
agents from heterogeneous sources to act in context-sensitive ways
without requiring humanlike reasoning abilities, we propose to build
annotated environments in which explanations of purpose, meaning and
action permit agents quickly to become intelligent actors in those
spaces.
In this talk, we present our work on building believable, or
lifelike, characters that act as guides, companions, and inhabitants of
a virtual educational world for young children. We will discuss issues
in the construction of such characters, the kinds of annotations they
require to support their activites, and describe some of the preliminary
results from our current world.
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Patrick Doyle
Knowledge Systems Laboratory Seminar Series
Stanford University,
November 1997
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Agents in Annotated Worlds
(No abstract available.)
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Patrick Doyle
Combined Conference on MUDs in
Education
Jackson Hole, WY, January 1997
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