Speech Communication - Special issue on interactive voice technology for telecommunication applications (IVITA '96)
SHOP: Simple Hierarchical Ordered Planner
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Learning surface text patterns for a Question Answering system
ACL '02 Proceedings of the 40th Annual Meeting on Association for Computational Linguistics
BLEU: a method for automatic evaluation of machine translation
ACL '02 Proceedings of the 40th Annual Meeting on Association for Computational Linguistics
Intentional context in situated natural language learning
CONLL '05 Proceedings of the Ninth Conference on Computational Natural Language Learning
Semi-automatic task recognition for interactive narratives with EAT & RUN
Proceedings of the Intelligent Narrative Technologies III Workshop
Toward an interleaved model of actions and words in social simulation
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Capturing and generating social behavior with the restaurant game
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
A testbed for adaptive human-robot collaboration
KI'10 Proceedings of the 33rd annual German conference on Advances in artificial intelligence
ACM SIGACCESS Accessibility and Computing
Semi-automated dialogue act classification for situated social agents in games
Agents for games and simulations II
Extracting aspects of determiner meaning from dialogue in a virtual world environment
IWCS '11 Proceedings of the Ninth International Conference on Computational Semantics
Socially computed scripts to support social problem solving skills
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Corpus-based interpretation of instructions in virtual environments
ACL '12 Proceedings of the 50th Annual Meeting of the Association for Computational Linguistics: Short Papers - Volume 2
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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Current approaches to authoring behavior and dialogue for agents that interact with humans in virtual environments are labor intensive, yet often yield less robust results than desired in the face of the incredible variance possible in human input. The growing number of people playing multiplayer games online provides a potentially better alternative to hand-authored content -- capturing behavior and dialogue from human-human interactions, and automating agents with this data. This paper documents promising results from the first iteration of a Collective Artificial Intelligence system that generates behavior and dialogue in real-time from data captured from over 11,000 players of The Restaurant Game. We first describe the game, the collective memory system, and the proposal-critique driven agent architecture, and then demonstrate quantitatively that our system preserves the texture, or meaningful local coherence, of human social interaction.