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Expressiveintelligencestudio UC Santa Cruz. expressiveintelligencestudioUC Santa Cruz Social State and Status Preconditions  A Social State Change refers.

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Presentation on theme: "Expressiveintelligencestudio UC Santa Cruz. expressiveintelligencestudioUC Santa Cruz Social State and Status Preconditions  A Social State Change refers."— Presentation transcript:

1 expressiveintelligencestudio UC Santa Cruz

2 expressiveintelligencestudioUC Santa Cruz Social State and Status Preconditions  A Social State Change refers to a significant social event transpiring  E.g. two characters start dating, or two characters become enemies.  Before a Social State Change can take place, the correct Status Preconditions must be satisfied  Some examples:  Dating(x, y) : rel(x, y) > 70 ^ rel(y,x) > 70)  Enemy(x, y) : rel(x, y) <30 ^ rel(y,x) < 30 ^ ~Friends(x,y)

3 expressiveintelligencestudioUC Santa Cruz A (Slightly) More Complex Example  Often times there are multiple ways to satisfy the status preconditions.  Take Fighting for instance!  Fighting(x, y) : Enemy(x, y) ^ [NegativeAct(x,y)] : Enemy(x, y) ^ [NegativeAct(x,z)] ^ Friends(y,z) : Enemy(x, y) ^ [NegativeAct(x,z)] ^ Dating(y,z) : Abusive (x)  Note: [ … ] Indicates an event in the Social Fact Database  Also Note: Abusive(x) means that character x has the trait “abusive”  Finally Note: Specific social games contain behavior that is hand tagged as a “negative act” (e.g. being embarrassed, being physically attacked, etc.)

4 expressiveintelligencestudioUC Santa Cruz A Brief Glimpse at the Social Facts Database  The Social Facts Database stores all Social State Changes.  Gets new entries as the game progresses.  Is Pre-populated with entries before gameplay = backstory.  Attached to each social state change is lots of pertinent information  Who was involved,  Which social game was played.  Specific topics that were brought up in the dialogue.  Any choices/branches that were made.  A timestamp.

5 expressiveintelligencestudioUC Santa Cruz Social Networks  We’ve seen Rel(x, y) > n all over the place.  This is a reference to a social network  A bidirectional graph.  Each Node is a character in the space.  Each edge weight is how much “Affinity” that a character feels towards another.  We have three networks -> three types of affinity:  Rel: How much you like someone as a person (e.g. friends)  Romance: Interest in romantic endeavors (e.g. dating)  Authentic: Respect for another.  The jump from one to three is a recent choice: Thoughts?

6 expressiveintelligencestudioUC Santa Cruz A Social Game in Action  OK! So, let’s say that a Status Precondition for Dating has been met!  What happens Next?  We play a social game that (potentially) results in the social state change coming to pass!  How do we decide success?  Each Social State Change has a hierarchy of conditions for accepting the change and another for rejecting the change  Each Condition has a weight  If Accept Conditions – Reject Conditions > 0, enact the change

7 expressiveintelligencestudioUC Santa Cruz The Hierarchy of “Dating” ACCEPTREJECT I.) Trait(A, sexMagnet) -- class 3VI.) hasCheated(A) & !Trait(B, notCareAboutCheating – class 3 I.) Trait(B, desperate) – class 2V.) Trait(B, asexual) – class 2 Trait(B, cantSayNo) – class 1Trait(B, contrary) – class 2 IV trait(A, smelly) & !trait(B, seesInnerBeauty) Class 1 Romance Need Accept= I.) Reject = ___ ∑ for each friend f over the set of B’s friends Fb: [Romance(f, A) – Neutrality] Accept = V.) Reject = VII.) ∑ for each character c over the set of all characters C If Authenticity(A, c) > Neutral, Authenticity(c, B), else Zero Accept = III.) Reject = IV.) Romance(B, A) – LikelyToDate Accept = I.) Reject = VII.) A = Initiator of Social Game, B = Recipient. Class x = Relative weight the condition has (3 = lots, 1 = little) Roman Numerals – Which path of social games to play. No Roman Numeral = no social game, just dialogue.

8 expressiveintelligencestudioUC Santa Cruz So lets say that…  Someone wants to try to date another and the following facts were true:  I.) Trait(A, sexMagnet) -- class 3 (Accept)  V.) Trait(B, asexual) – class 2 (Reject)  Trait(B, cantSayNo) – class 1 (Accept)  For simplicity, all scalars are zero.  The Accepts WAY overpower the Rejects, (class 3 + class 1 > class 2) so a Dating path that results in the two dating will result!  Which path? Depends on the strongest condition that was true on the winning side  In this case, that was Trait(A, sexMagnet), so we will go down path I.) (ooh la la)


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