Social Game Code Plan Overview Josh McCoy. Goals for the Code Plan Use of social games. –Representation –Contextually correct application –Goal oriented.

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Presentation transcript:

Social Game Code Plan Overview Josh McCoy

Goals for the Code Plan Use of social games. –Representation –Contextually correct application –Goal oriented –Generative! Basic working personality description –Fills the needs of the specific social games and context employed.

Architecture Outline from INT-2

Storing Social State Centralized vs Decentralized –Aka social information stored in the mind of each agent vs social information stored globally with agent-specific variations present. Comprised of status facts and social emotions.

Scope Keep with the goals for the code plan. Just enough personality description to match goals with social games. Scripted goals as goal setting still needs to be tackled. Library of social games: ABL or generated? Games performed at the event level –Abstracted at the point of passing the performance to Christina’s work.

Up a level: whose turn is it? Simple scheduling based on a personality variable, GoalPursuitFreq, that denotes how often the agent initiates social games/pursues their goals. If the agent has picked a goal to play and is ready to play when their frequency timer is up, they initiate a game. Likely to be scheduled in real time. Truncates the model to start at intent planning (which makes sense considering...)

Goal Setting and Intent Forming Agents will have scripted goals. –Goals are likely to be in the form of desired social states. Intent forming is the matching of goals to desired social games. –Choose social games that result in attaining or making progress toward the desired goals. Example goals: –reciprocity out < reciprocity in for all other agents. –Have the social status fact of friend with all wealthy agents.

Social Game Negotiation Mapping of agents to dramaturgical roles. Between being in range of social game and a complex multi-agent role negotiation based on history, goals, and world/social state. Want to read more about how Schankian scripts solve this type of problem.

Performance Realization Another area where simple is better. Either an iconic or textual representation of each of the events employed in a social game. Output detailed information in a log.

Social Game Representation Devil is in the details ^-_-^

Dramaturgical Preconditions Very much a part of the role negotiation process and should be aimed at facilitating. Most social games have 2-3 roles. All others in visual or auditory range will be put in the audience. For a social game to happen, the actors must have lines of communication with any other agent taking on a role in the performance. Agent choosing the game will get first pick at roles. Other agents will be filled in via proximity for now.

World and Social State Preconditions Facilitates intent planning as well as role negotiation. Used to enforce constraints that are hard to represent in the dramaturgical preconditions. –Basically status facts. Might be entirely unnecessary after dramaturgical preconditions mature.

Dependency Graphs ^-_-^ The more I read about Schankian scripts, the more I believe we can leverage parts of them to benefit social games. Didn’t realize how close the events I envisioned were like those in scripts. Might as well leverage what similarities we can.

Events Much like those in scripts with the addition of social state change. Representation of social state change needs more work.

Representation of Actions ^-_-^ Build relevant social actions out of script primitives. –Mbue social status fact Mbuild status fact and mtrans it to actors and audience. Use script primitives as ground.

(Causal) Links between Events

Personality Description ( future ^-_-^ )