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Comme il Faut: Enabling Playable Social Models Josh McCoy, Mike Treanor, Ben Samuel, Michael Mateas, NoahWardrip-Fruin University of California Santa Cruz, Expressive Intelligence Studio 1156 High Street Santa Cruz, CA 95064 {mccoyjo, mtreanor, bsamuel, micahelm, nwf}@soe.ucsc.edu Abstract Performing and responding to patterns of social interaction while remaining within the bounds of social norms defined by cultural context is a task most humans perform many times each day. Though taken for granted by people, social interaction is difficult to implement in artificial intelligence (AI) systems. The social AI system Comme il Faut (CiF) aims to take a step forward in this area by allowing agents to interact socially with one another. CiF is a playable model of social interaction constructed by using concepts from the social sciences as both the basis for algorithms and as a framework of representation. When used to encode and process human domain knowledge of social behavior, this system models the "social physics" that govern social interaction. In this paper, the knowledge representations and the algorithms used by CiF are detailed with examples of how CiF is currently being used in simulations, computer games, and interactive media experiences. Introduction Performing and responding to patterns of social interaction while remaining within the bounds of social norms defined by cultural context is a task most humans perform many times each day. However, social interaction is difficult to map to artificial intelligence systems for a variety of reasons. Representing social commonsense to help build context around interactions; engineering re-usable patterns of social behavior that are general enough to be used in a variety of context but specific enough to convey the changes in the social environment; and determining what changes to the social state are appropriate given the current social context and the history of the specific agent in the social interaction are all representative of the challenges facing AI systems whose goal is to perform humanunderstandable social reasoning and interaction. Copyright © 2011, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. As daunting as these obstacles in the face of building such an AI system may be, we can begin to overcome them by leveraging the analysis done in social science and the humanities to build a methods of representing and using those methods of representation to encode the knowledge of domain experts (of which most people are) Comme il Faut (CiF) is an AI system that uses these techniques to enable an interactive, authorable model of social interaction for autonomous agents. {SGs are the core of the KR in CiF}{CiF is used by The Prom, Holodeck project, and the Siren project – using it in many projects with social interaction is a form of validation for CiF.} Related Work {related systems that perform social interaction in an AI system} {what about general positioning in KR literature?} Knowledge Representation in CiF {high-level intro to social games} Rules {Rules and the predicates they are composed of.} Influence Rule Sets {description of influence rule sets.} Microtheories {description of Microtheories} Social Games {more detail explanation of social games.} Examples of Representation The following example will illustrate the structures described above, and will be used again to demonstrate the algorithms. The example is form The Prom, CiF's inaugural application, which is set in the domain of a dramatic high school. Simon is a character with the traits of being a weakling and witty. Naomi is another character with the trait of attractive. Simon has the status of having a crush on Naomi, and Naomi is has the status of popular. Naomi and Simon have the relationship of being friends. Simon has high romance network values toward Naomi and she has very low romance scores toward him. Naomi also has low cool network values toward Simon. All other network values are neutral. The cultural knowledge base states that Simon likes objects labeled as "lame," such as scientific calculators, and Naomi likes things that are "cool," such as football. In the social fact database is an entry marked as something embarrassing Simon has done toward Naomi. It is described as "Simon misunderstood Naomi asking for help on homework as a romantic advance." This above situation describes how CiF represents the unfortunate situation where a nerdy character has unrealistic hopes of having a relationship with someone "out of his league." Algorithms in CiF {overview of what algorithms are in CiF and what they operate over (the previous KR)} Desire Formation The following example will demonstrate the details of why Simon wants to perform an action that would raise Naomi's sense of romance for him (the romance network) and why Naomi rejects him so hard. Simon and Naomi have the relationship of friends and Simon status of having a crush on Naomi. These two facts brings the influence rules from the microtheories for relationship(friends,x,y) and status(has a crush on,x,y). The friends microtheory contains an influence rule that would detract from a character's desire to be romantic with the person he or she is friends with. However, the microtheory for having a crush on someone contains an influence rule with a positive weight greater than the negative weight of the friend microtheory's rule. Furthermore, additional microtheories for Simon's high romance network values toward Naomi (romanceNetwork(greater than 66,Simon,Naomi)) would contribute to this desire. When the weights from all true rules across all microtheories are summed, the net result is that Simon wants to perform a social game that has the intent to raise Naomi's romantic feelings toward him (intent(Simon,romanceNetwork(+,Naomi,Simon))). Though there could be many social games defined with this intent, the two considered here will be a physical flirt and a conversational flirt. These two social games are similar by intent, but different because their preconditions, influence rule sets and effects differ drastically. Simon's desire to play one over the other will be determined by the initiator influence rule sets in a process very similar to the microtheory's. For example, because Simon has the trait of weakling (trait(Simon,weaking)), and there is a rule with negative weight pertaining to that trait in physical flirt, he would be less likely to want to play that game. Furthermore, conversational flirt has an influence rule for witty (trait(Simon,witty)), another of Simon's traits, that makes him more likely to play that social game. For each social game, the net value of the weights of the true initiator influence rules add to the value of all true initiator influence rules from the microtheories to form the total desire to play each game. FormDesire(I, r, o, S, M):Pi Pi = {} For each s in S if s does not require an other if eval( sprecondition, i, r) v = 0; for each m in M if eval(mdefinition, i, r) for each influenceRule in minfluenceRuleSet if eval(influenceRule, i, r) v += influenceRuleweight for each influenceRule in sinitiatorInfluenceRuleSet if eval(influenceRule, r, i) v += influenceRuleweight push <s, i, r, v> on to Pi if s requires an other for each o in cast where o ≠ i and o ≠ r if eval( sprecondition, i, r, o) v = 0; for each m in M if eval(mdefinition, i, r, o) for each influenceRule in minfluenceRuleSet if eval(influenceRule, i, r, o) v += influenceRuleweight for each influenceRule in sinitiatorInfluenceRuleSet if eval(influenceRule, r, i, o) v += influenceRuleweight push <s, i, r, o, v> on to Pi return Pi Intent Selection Once Simon's desires are formed, the intent selection process determines exactly what he chooses to do. Intent selection is a natural place to allow for interaction. In the case of The Prom, the players choose among the top five desires. Social Game Play Assuming the intent selection process resulted in having Simon play conversational flirt with Naomi, the next step is to determine how Naomi will respond. The same relationship(friend,x,y) microtheory rule that detracted from Simon's desire to play a game that would increase Naomi's romance network toward Simon, also affect's the responder's desire to accept or reject the intent of the game. Additionally, another microtheory is brought into play by the fact that Naomi is friends with Cassie who has a crush on Simon (relationship(friends,x,z) ^ status(has a crush on,z,y)). In this microtheory is a rule that detracts from a character's desire to play or accept a game that would increase romance with the character that a friend has a crush on. Even worse for Simon, Naomi has the status of popular and Simon does not (status(x,popular) ^ ~status(y,popular)). This also will detract from Naomi's desire to accept the intent of the game. The previous influence rules pertained to Naomi's desire to accept or reject Simon's intention to raise her feelings of romance toward him in general. The responder influence rule set and the effect conditions will determine exactly how she responds. For example, conversational flirt has a negatively weighted responder influence rule for if Simon likes something that is labeled as lame that Naomi doesn't like from the cultural knowledge base (ckb(x,likes,y,dislikes,lame)). By our earlier example, we know that Simon likes scientific calculators and Naomi doesn't. By the microtheory and responder influence rules, it is determined that Naomi will reject Simon's advances. But the way in which she rejects him is determined by the most salient effect condition. In this case, is an effect condition that matches the responder rule about the cultural knowledge base. The effect social change tied to that effect condition is that Naomi's cool network decrease by 20 and the interaction is labeled in the social fact database as something embarrassing that Simon did to Naomi (coolNetwork(-20,Naomi,Simon) ^ SFDBLabel(embarrassing,Simon,Naomi)). In The Prom, effects are tied to comic book like performance instantiations where characters engage in authored dialogue pertaining to the effect conditions. PlaySocialGame(i, r, o, S, M):effect vr = 0, accept = false, validEffects={}, outcome={} for each m in M if eval(mdefinition, i, r, o) for each influenceRule in minfluenceRuleSet if eval(influenceRule, r, i, o) vr+= influenceRuleweight for each influenceRule in sresponderInfluenceRuleSet if eval(influenceRule, r, i, o) vr+= influenceRuleweight if vr > 0 accept = true for each effect in seffects if eval(effectcondition, i, r, o, accept) push e on to validEffects outcome = mostSalient(validEffects) valuate(outcomesocialChange) return outcome; Triggers After the social game has finished being played and the effect changes have taken effect, the all trigger rules are checked against the state. In this case, because there are more than two entries in the past entries in the social fact database, Simon is given the status of embarrassed. At this point, all characters form their desires again. Note that the above example was extremely simplified. With the current set of microtheories and social games, together containing over unique 3,500 influence rules, each social game has over twenty rules that contribute to their desire and responses. Conclusions {What we learned} {Rule tuning is hard – tool helps} {Taking social science as a foundation for an AI system is not a straightforward task.} References