knowledge/mental entities and their relationships
TRANSCRIPT
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Knowledge/Mental Entities and their relationships
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Knowledge/Mental Entities
Mental Entity Values Changed by
Personality Trait
(Intelligence)
Polar gradient
(very intelligent)
Nothing
Inter-Personal Relationship
(me_and_Jane)
Polar spectrum
(good friend)
Perceptions, emotions
Goal
(Flirt)
Binary (active/inactive)
All others, mostly perceptions & emotions
Perceptions
(I see girl)
Binary
(active/inactive)
System + Personality Traits.
Emotions
Themes
(Doctor)
Binary
(active/inactive)
Goals, perceptions.
Emotions
(happiness)
Polar gradient
(very happy)
Perceptions, personality traits, goal progression
** moods are slower changing emotions
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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
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Knowledge/Mental Entities
• Inter-Personal Relationship• Friends • Parents• Wife• Sibling• Professional: Student, Boss,
• Personality Traits• Aggressive• Intelligent • Ambitious
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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
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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
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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
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Theme-Goal Relationships
goal
emotion
theme
perception
activates
maintain
LoveMaintain-Love-Relationship
prevents LoveAvoid-Love-Relationship
Goals to avoid and maintain Themes
Goals periodically and non-periodically (recurring ) occur during themes
Satisfy-hunger
Lifeperiodic
recurring Arousal (sex-drive)
Personal
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Theme-Goal Relationships
goal
emotion
theme
perception
positive
LoveGet-Married
negative
Lovebreakup
Goals to change Themes in a positive and negative way
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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)
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Perceptual State(s)-Goal relationship
• Positive– Advance, Satisfy
• Negative– Fail, threaten
Ask-Girl-on-a-date
Agrees-for-a-drink
advances
Girl-Not-speaking-a-lot
threatens
Ask-Girl-on-a-date
Girl-leave-the-bar
Ask-Girl-on-a-date
fails
Agrees-for-a-dinner
satisfy
Ask-Girl-on-a-date
goal
perception
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Perceptual State(s)-Goal relationship
• Enables (precondition)• Sustains (alive-condition)• Achieves• Partially achieves (some
goals will have degree of completion)
enables
goal
perception
sustains
Ask-Girl-on-a-date
Ask-Girl-on-a-date
Girl-present-in-a-bar
Girl-present-in-a-bar
Ask-Girl-on-a-date
achieves
Girl-agrees-to-goout
Ask-Girl-on-a-date
partially-achieves
Girl-flirts-a lot
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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)
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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
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Emotions
• Increase / Decreased according to goal progression
• Expressed:– Direct: ex: happiness => smile– Indirect: goal choice, maybe adapting goals
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Emotion Goal Situationa) Happy, Joyous, Glad Goal of character x achieved
b) Unhappy, Upset, Sad Goal of character x thwarted or suspended
c) Grateful, thankful (x feels towards y) Another character y caused goal situation a) to happened
d) Annoyed, Angry, Furious Another character y) caused goal situation b) to occur
e) Hopeful Goal of x is active
f) Fearful, Worried Preservation goal is active
g) Surprised, Shocked A-goal is achieved or thwarted
h) Relieved Situation f) was active but p-goal failure avoided
i) Disappointed Situation e) was active but goal is now thwarted
j) Proud, Smug (x feels proud towards y) Goal of another character y achieved by character x
Emotion-Goal progress relationship
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Emotion Goal Situationk) Guilty, Ashamed, Embarrassed, Regretful (x feels towards
y)Goal of another character y thwarted by x
l) Ecstatic Important goal of a character x achieved
m) Little sad Minor goal of character x thwarted
n) Condole, Commiserate Goal failure (y), (IPT-friends x y)
o) Felicitate, Congratulate Goal success (y) , (IPT-friends x y)
p) Envy, Jealous, Spiteful Goalsuccess (y), (IPT-Enemies x y)
q) Gloat Goal failure (y), (IPT-Enemies x y)
r) Caution, Warn Y should feel neg. inspite of goal success.
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.
Emotion-Goal progress relationship
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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.
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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
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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.)
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Goals : Recurring Goals
• Satisfaction-Hunger
• If goal Drinking is active, keep activating [Sip_Drink]
• If emotion Happy, keep activating [Whistle]
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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
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Attention
• Character progressing on multiple goals
• Fluid interaction == acting on one subject
• Perceptions can drive goal execution– This way, two characters follow similar goal
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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.”
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Goals activate Theme
DoctorGet-medical-Help
Goals of other people can activate your personal
themes