2007-09-17 1 Austrian Research Institute for AI (OFAI) - IVA 2007 Paris Neuroticism – a competitive advantage (also) for IVAs? Christoph Hermann 1 , Helmuth Melcher 1 , Stefan Rank 1 Robert Trappl 1,2 [email protected]1 Austrian Research Institute for Artificial Intelligence http://www.ofai.at/ 2 Institute for Medical Cybernetics & AI Center for Brain Research Medical University of Vienna http://www.ai.meduniwien.ac.at/
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Neuroticism – a competitive advantage (also) for IVAs?
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2007-09-17 1Austrian Research Institute for AI (OFAI) - IVA 2007 Paris
Neuroticism – a competitive advantage (also) for IVAs?
Christoph Hermann1, Helmuth Melcher1, Stefan Rank1
1Austrian Research Institutefor Artificial Intelligencehttp://www.ofai.at/
2Institute for Medical Cybernetics & AI Center for Brain Research
Medical University of Viennahttp://www.ai.meduniwien.ac.at/
2007-09-17 2Austrian Research Institute for AI (OFAI) - IVA 2007 Paris
Current situation
Market for interactive games on PCs, game consoles, mobile phones is booming
Semi-intelligent agents steer virtual actors
Simple “personality structure”:motivation is to win fast
Human player only challenged with respect to rational, strategic behaviour
2007-09-17 3Austrian Research Institute for AI (OFAI) - IVA 2007 Paris
Hypothesis
Question:Is it possible to increase the attractiveness of games by emotionally and/or partially “neurotically” acting agents?
Necessary condition:Playing strength of this agentnot (much) worse than “rational” one
Procedure:Create an emotional botfor a real-time strategy gamethat can also act “neurotically”
2007-09-17 4Austrian Research Institute for AI (OFAI) - IVA 2007 Paris
Bot during final attack
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Game: Age of MythologyReal-Time Strategy (RTS)
Economic and military build-up, fighting
Scripting system for the Game AILow-level action (unit movement) availableStandard AI exerts control using predefinedhigh-level scriptsSensory information: position/status of visible units,environmental features
2007-09-17 6Austrian Research Institute for AI (OFAI) - IVA 2007 Paris
Personality and Emotion Model
Emotion model based onBig-Five personality traits (OCEAN)Emotion-Connectionist modelOCC model
Influence of restrictions of scriptsCalculated state variables:Pleasure / Pain, and Clarity / ConfusionChange in emotion is the result of an environmental factor, a perceptionStrength of emotional change is influenced by the personality
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Personality and Emotion Model
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Character types
Four bot variants with different personality parameters:defensive, aggressive, normal and neuroticExample: Influence of “Neuroticism”
High:irrational assessment of resource valuee.g. amount of available timber is overestimatedtendency to resort to extreme playing styles:aggressive vs. defensive
Low:rational adjustment of assessed resource valueuse game statistics unchanged
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Evaluation
Bot-versus-bot setup:The four defined character types against the default Age of Mythology AI script
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Each character version scored a minimum of 6 wins out of 7 matches, altogether 26 wins out of 28 games (p<0,0001) → Playing strength at least 232 Elo points higher than the default Age of Mythology AI script