250 likes | 399 Views
Knowledge/Mental Entities and their relationships. Knowledge/Mental Entities. Knowledge/Mental Entities. Emotions : Happy, Joyous, Glad Unhappy, Upset, Sad Grateful, thankful (x feels towards y) Annoyed, Angry, Furious Hopeful Fearful, Worried Surprised, Shocked Relieved Disappointed
E N D
Knowledge/Mental Entities • Emotions : • Happy, Joyous, Glad • Unhappy, Upset, Sad • Grateful, thankful (x feels towards y) • Annoyed, Angry, Furious • Hopeful • Fearful, Worried • Surprised, Shocked • Relieved • Disappointed • Proud, Smug (x feels proud towards y) • Guilty, Ashamed, Embarrassed, Regretful (x feels towards y) • Ecstatic • Little sad • Condole, Commiserate • Felicitate, Congratulate • Envy, Jealous, Spiteful • Gloat • Caution, Warn
Knowledge/Mental Entities • Inter-Personal Relationship • Friends • Parents • Wife • Sibling • Professional: Student, Boss, • Personality Traits • Aggressive • Intelligent • Ambitious
Knowledge/Mental Entities • Perception (higher and lower level) • Presence of other agents/objects • Location • Goals of other agents • Action of other agents • ?? • Plans • Personal Knowledge • Knowledge about other things • How to interact with other things (pull up a chair, play guitar) • Episodic knowledge • Themes • Life • Doctor, lawyer • Role
Goal -Themes relationships • Recurring (irregular intervals) • Periodic (regular intervals) • One-Shot: Occurring once in a while • Evolutionary: Change the status of themes in a positive or negative way • Permanent: Maintenance and Prevention of themes
Other Goal Attributes • Goal’s Current Status • Suspended, Active, Pursuing • Goal’s History (Domeshak thesis) • Nonexistent: doesn’t exist as yet (no history) • Effortless: Success required little effort • Effortful: Success required quite some effort • Lapsed: Failed in the past for want of effort • Troublesome: Failed in the past even though • Dropped, Suspended, Scheduled • Reasons for dropping: Distraction by a crisis, indecision, laziness. You get back to them quickly • Scheduled: Agent wants to carry out the goal at a particular time in future
Theme-Goal Relationships Goals periodically and non-periodically (recurring ) occur during themes periodic Life Satisfy-hunger perception recurring Arousal (sex-drive) Personal theme Goals to avoid and maintain Themes emotion goal Love Maintain-Love-Relationship activates maintain prevents Avoid-Love-Relationship Love
Theme-Goal Relationships Goals to change Themes in a positive and negative way perception Get-Married theme Love emotion breakup Love goal positive negative
Goal Completion/Fuzzy Completion • Goals complete • if character sees certain things in environment • Or if character decides to terminate goal (eg: due to impatience) • High level goals complete if their decomposing goals complete • Typically goals complete if perceive post-conditions • Some goals have “degree” to complete • (ex: successful in enough Talking to become friends) • Perceptions add to how “complete” a task is • (ex: girl being angry while answering questions == flirting task is not going good)
Perceptual State(s)-Goal relationship advances Agrees-for-a-drink Ask-Girl-on-a-date • Positive • Advance, Satisfy • Negative • Fail, threaten satisfy Ask-Girl-on-a-date Agrees-for-a-dinner threatens Ask-Girl-on-a-date Girl-Not-speaking-a-lot fails perception Girl-leave-the-bar Ask-Girl-on-a-date goal
Perceptual State(s)-Goal relationship enables • Enables (precondition) • Sustains (alive-condition) • Achieves • Partially achieves (some goals will have degree of completion) Girl-present-in-a-bar Ask-Girl-on-a-date sustains Ask-Girl-on-a-date Girl-present-in-a-bar achieves perception Ask-Girl-on-a-date Girl-agrees-to-goout goal partially-achieves Ask-Girl-on-a-date Girl-flirts-a lot
Goal-Agent relationship • Mutual linkage require cooperation and coordination of both agents • Contribution of both partners could be reciprocal, receipt (one does more than other) • Negative: Unmutual (other partner doesn’t contribute)
Goal Progress: Emotion Mapping Emotional reactions reveal underlying goal situations at an abstract level Emotion Structure Towards (optional): They can be directed towards another character Char: The character x who is feeling the emotion Scale: The intensity level
Emotions • Increase / Decreased according to goal progression • Expressed: • Direct: ex: happiness => smile • Indirect: goal choice, maybe adapting goals
Emotion-Goal progress relationship n) to r) are situation when a character expresses either to himself, or to another character y, the reaction x feels concerning a goal situation affecting y.
Perceptual State: Goal Detection/Progression • Characters may guess each other’s goals • Ex: “Are you flirting with me?” • Ability to detect is affected by personality traits (ex: intelligence) • Sometimes, characters can agree to complete a goal • “… Because I like you too”. • Can happen to any type of goal, general response based on personality traits • A sneaky personality will always try to deny.
How to Interact with the Environment • Need knowledge of external environment to achieve some tasks • Ex: pull up chair, grab drink, talk about dog • How? • Instrumental scripts for interacting with objects • Can be in mind or in object script • For complex interactions, require mental models of environment
Personal Knowledge (Long term and short term) • New type of mental construct? knowledge about things • Gathered & updated from perceptions in environment • Events in person’s history (for self / others) • Ex: • Posessed items • Ex: holding a drink • (Also, knowledge of inter-personal relationships.)
Goals : Recurring Goals • Satisfaction-Hunger • If goal Drinking is active, keep activating [Sip_Drink] • If emotion Happy, keep activating [Whistle]
Knowledge-construct relationship( still to do) • InterPersonal Relationship <-> Perception, Emotion • Emotion <-> Personality traits, Perception • Perception <-> Personality traits, Emotion • Discussion on behavior revision/debugging/suggestions from the library
Attention • Character progressing on multiple goals • Fluid interaction == acting on one subject • Perceptions can drive goal execution • This way, two characters follow similar goal
Dealing with Future • Would characters want to imagine future reactions ? • “Would you feel bad if I joined you ?” • Scheduling events ? • “Let’s have dinner later.”
Goals activate Theme Get-medical-Help Doctor Goals of other people can activate your personal themes