Annotated Worlds for Animate Characters

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Annotated Worlds for Animate Characters ANNOTATED WORLDS FOR ANIMATE CHARACTERS a dissertation submitted to the department of computer science and the committee on graduate studies of stanford university in partial fulfillment of the requirements for the degree of doctor of philosophy Patrick Owen Doyle March 2004 c Copyright by Patrick Owen Doyle 2004 All Rights Reserved ii I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Richard Fikes (Principal Adviser) I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Barbara Hayes-Roth I certify that I have read this dissertation and that, in my opinion, it is fully adequate in scope and quality as a dissertation for the degree of Doctor of Philosophy. Terry Winograd Approved for the University Committee on Graduate Studies. iii Abstract Autonomous intelligent agents designed to appear as convincing “animate” 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 dis- parate 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 inter- act with an annotated virtual environment, together with languages for representing information in and about these environments. An example applying this approach to intelligent animate characters is presented and used in two substantially different environments, the Web and a multi-user virtual world. iv Author’s Note This thesis came about primarily because I was disheartened by the low level of interactivity and apparent intelligence (social, emotional, functional or otherwise) exhibited by the characters in every large multi-user environment I have encountered. Large, lengthy, and expensive efforts are being made to build massive virtual worlds where people can come together to learn, to socialize, and to play. They are often beautiful; they offer many places to visit, many things to see and do, activities and challenges for the visitors. However, they are populated by a professional cast (so to speak) of characters only slightly more interactive than furniture, and I don’t mean particularly smart furniture. The general trend in computer entertainment over the last several years has been to focus on improving the often spotty intelligence of the computer (as environment, as opponent, as assistant). This trend has not has significant effect in the massively multi-player worlds because of the very limited computational resources that can be devoted to any particular character and the difficulty of producing autonomous believable characters at all. My belief is that embedding knowledge in the environment is the only way we are going to be able to take many characters with limited resources in large environments and get them to behave believably with respect to the world. This offers the potential of much more believable characters, and much more capable characters as well. They shouldn’t just be shopkeepers and passers-by, milling around and making smalltalk. They should be able to participate actively in the life of the world and the experiences of the visitors as friends, playmates, assistants, guides, leaders, opponents, and even just more colorful local color. Hopefully the ideas in this dissertation will help point v the way to getting there. vi Acknowledgments The production of a doctoral dissertation is a demanding, time-consuming, and drain- ing process. I have always been keenly aware that it is also fundamentally a collabora- tive process: I have succeeded in large measure because of those who have supported and encouraged me on this path, emotionally, socially, and academically. These few brief remarks are an inadequate recompense for their efforts, but luckily neither my expressions nor my feelings of gratitude are bounded by these pages. First to thank is Barbara Hayes-Roth, my advisor for most of the years I spent at Stanford. She made me welcome here at the university and in her research group, and while freely sharing her considerable experience still actively encouraged me to find my own path. Her casual confidence in my abilities was and is something for which I am especially thankful. To Richard Fikes, who has been my advisor these last many months, I owe many thanks. His willingness to take me on as a student, despite the very tenuous connec- tion between his research and my own, was no less surprising than the enthusiasm he has displayed during our many productive and enjoyable conversations. The refine- ments he has contributed to my work, to my thinking, and to its elaboration here, are numerable and wonderfully skilled. I was lucky to be his student, even if for only for a brief time. Terry Winograd graciously agreed to be on my committee despite the considerable demands on his time. To him I owe my exposure to the wide-ranging and fascinating field of human-computer interaction, which has had an enormous influence on this dissertation and on all my professional creations. The quality of his research and his teaching will always be ideals for me. I am grateful for his incisive comments on my vii research. He deserves thanks also for allowing me to join in on his research group’s weekly lunches, and also for introducing me, in passing, to the works of Jorge Luis Borges, from which I have derived much pleasure. The delightful, discursive, and highly informative conversations I’ve had with Pat Langley qualify him for an unofficial committee position at the very least. Pat’s good humor and terrible puns are matched by his vast knowledge of artificial intelligence and I have benefited and suffered from them in turns. Katherine Isbister has been my friend for several years, and I have had the good fortune to collaborate with her, both in research and in teaching. There is considerable value in knowing someone who has survived the Ph.D. process, done it recently enough that she still remembers what it felt like, and can offer encouragement that it is actually possible to make it through. I think her students at RPI are going to be very lucky. To Karl Pfleger I owe thanks for advice, guidance, feedback on my ideas and my writing, technical support, and years of TV nights with the gang at his house. All hail Joss Whedon! Together with Karl, Eyal Amir, Urszula Chajewska, and Pedrito Maynard-Zhang were friends and comrades-in-arms in the Ph.D. process. Our TSG meetings provided critical analysis, practical advice, and much-needed support. They had as much faith in me as I did in them, to my perpetual amazement. Thanks also go to Heidy Maldonado, who despite being several years younger than I has been at Stanford even longer than I have, though in that time she’s earned far more degrees. Heidy is one of the most well-connected researchers I know, and discussions with her about my work and how it relates to what others are doing have been frighteningly enlightening. Her enthusiasm has been simply frightening. To her I wish good luck as she completes her own Ph.D., which I suppose will be the first of several. Many others in the computer science department deserve mention. Along with the TSG members, Avi Pfeffer and Lise Getoor and I studied for the qualifying exam together. To them and that process I owe whatever breadth of knowledge in AI I possess today. Many others in the department combined friendship with viii scholarship and provided the social and intellectual atmosphere we all hoped for when we embarked on a university life: Lee Brownston (who also showed me where to find the culture in the Bay Area), Francois Guimbretiere, Ruth Huard, Danny Huber, Jessica Jenkins, Uri Lerner (I bow to his superior knowledge of The Simpsons), Tamara Munzner (and her superior knowledge of science fiction, not to mention her legendary parties), Todd Neller, Aarati Parmar, Daniel Rousseau, Scott Sanner (sadly, an expert on Jimmy Buffett), and Diane Tang especially. For almost the entire time I’ve been at Stanford, I have worked at Concentric Network Corporation (later XO Communications). The balance of research and real- world development I did there kept me, I hope, from growing stale in either. Of my friends at XO, special thanks to Rob Field for his good humor and endless frustrating Magic games, and to Jeff Powell, who seemed almost as eager as I was to see me graduate. I would like to thank Anson Lowe, Stanford professor and doctor, who in a literal sense kept me up and working during most of this process. How I got lucky enough to have a doctor who answers email, I don’t know. Professors Kevin Compton and Bert Herzog at the University of Michigan both encouraged me to come to Stanford and see how another university does its teaching and learning. Each man had a profound influence on my early exposure to graduate school, Kevin as my research advisor and Bert as the first professor for whom I was a teaching assistant.
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