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Learning plan networks in conversational video games

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Title: Learning plan networks in conversational video games
Author: Orkin, Jeffrey David
Other Contributors: Massachusetts Institute of Technology. Dept. of Architecture. Program in Media Arts and Sciences.
Advisor: Deb Roy.
Department: Massachusetts Institute of Technology. Dept. of Architecture. Program in Media Arts and Sciences.
Publisher: Massachusetts Institute of Technology
Issue Date: 2007
Abstract: We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday scenarios is essential for these agents if they are to be effective collaborators and communicators. Effective collaborators can infer a partner's goals and predict future actions. Effective communicators can infer the meaning of utterances based on semantic context. This thesis introduces a computational cognitive model of common ground called a Plan Network. A Plan Network is a statistical model that provides representations of social roles, object affordances, and expected patterns of behavior and language. I describe a methodology for unsupervised learning of a Plan Network using a multiplayer video game, visualization of this network, and evaluation of the learned model with respect to human judgment of typical behavior. Specifically, I describe learning the Restaurant Plan Network from data collected from over 5,000 players of an online game called The Restaurant Game.
Description: Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 121-123).
URI: http://hdl.handle.net/1721.1/41757
Keywords: Architecture. Program in Media Arts and Sciences.

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