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Gratch, Jonathan; Mao, Wenji
Automating After Action Review: Attributing Blame or Credit in Team Training Proceedings Article
In: Proceedings of the 12th Conference on Behavior Representation in Modeling and Simulation, Scottsdale, AZ, 2003.
@inproceedings{gratch_automating_2003,
title = {Automating After Action Review: Attributing Blame or Credit in Team Training},
author = {Jonathan Gratch and Wenji Mao},
url = {http://ict.usc.edu/pubs/Automating%20After%20Action%20Review-%20Attributing%20Blame%20or%20Credit%20in%20Team%20Training.pdf},
year = {2003},
date = {2003-01-01},
booktitle = {Proceedings of the 12th Conference on Behavior Representation in Modeling and Simulation},
address = {Scottsdale, AZ},
abstract = {Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this paper presents a preliminary computational approach to forming such judgments based on an agent's causal knowledge and conversation interactions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Mao, Wenji; Gratch, Jonathan
The Social Credit Assignment Problem Proceedings Article
In: Lecture Notes in Computer Science; Proceedings of the 4th International Workshop on Intelligent Virtual Agents (IVA), Kloster Irsee, Germany, 2003.
@inproceedings{mao_social_2003-1,
title = {The Social Credit Assignment Problem},
author = {Wenji Mao and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/The%20Social%20Credit%20Assignment%20Problem.pdf},
year = {2003},
date = {2003-01-01},
booktitle = {Lecture Notes in Computer Science; Proceedings of the 4th International Workshop on Intelligent Virtual Agents (IVA)},
volume = {2792},
address = {Kloster Irsee, Germany},
abstract = {Social credit assignment is a process of social judgment whereby one singles out individuals to blame or credit for multi-agent activities. Such judgments are a key aspect of social intelligence and underlie social planning, social learning, natural language pragmatics and computational models of emotion. Based on psychological attribution theory, this paper presents a preliminary computational approach to forming such judgments based on an agent's causal knowledge and conversation interactions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Habash, Nizar; Dorr, Bonnie; Traum, David
Hybrid Natural Language Generation from Lexical Conceptual Structures Journal Article
In: Machine Translation, vol. 18, pp. 81–127, 2003.
@article{habash_hybrid_2003,
title = {Hybrid Natural Language Generation from Lexical Conceptual Structures},
author = {Nizar Habash and Bonnie Dorr and David Traum},
url = {http://ict.usc.edu/pubs/Hybrid%20Natural%20Language%20Generation%20from%20Lexical%20%20Conceptual%20Structures.pdf},
year = {2003},
date = {2003-01-01},
journal = {Machine Translation},
volume = {18},
pages = {81–127},
abstract = {This paper describes Lexogen, a system for generating natural-language sentences from Lexical Conceptual Structure, an interlingual representation. The system has been developed as part of a Chinese–English Machine Translation (MT) system; however, it is designed to be used for many other MT language pairs and natural language applications. The contributions of this work include: (1) development of a large-scale Hybrid Natural Language Generation system with language-independent components; (2) enhancements to an interlingual representation and asso- ciated algorithm for generation from ambiguous input; (3) development of an efficient reusable language-independent linearization module with a grammar description language that can be used with other systems; (4) improvements to an earlier algorithm for hierarchically mapping thematic roles to surface positions; and (5) development of a diagnostic tool for lexicon coverage and correct- ness and use of the tool for verification of English, Spanish, and Chinese lexicons. An evaluation of Chinese–English translation quality shows comparable performance with a commercial translation system. The generation system can also be extended to other languages and this is demonstrated and evaluated for Spanish.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Traum, David; Rickel, Jeff
Embodied Agents for Multi-party Dialogue in Immersive Virtual Worlds Proceedings Article
In: International Conference on Autonomous Agents and Multiagent Systems (AAMAS), Bologna, Italy, 2002.
@inproceedings{traum_embodied_2002,
title = {Embodied Agents for Multi-party Dialogue in Immersive Virtual Worlds},
author = {David Traum and Jeff Rickel},
url = {http://ict.usc.edu/pubs/Embodied%20Agents%20for%20Multi-party%20Dialogue%20in%20Immersive%20%20Virtual%20Worlds.pdf},
year = {2002},
date = {2002-07-01},
booktitle = {International Conference on Autonomous Agents and Multiagent Systems (AAMAS)},
address = {Bologna, Italy},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Marsella, Stacy C.; Gratch, Jonathan
Modeling the Influence of Emotion on Belief for Virtual Training Simulations Proceedings Article
In: Proceedings of the 11th Conference on Computer Generated Forces and Behavioral Simulation, Orlando, FL, 2002.
@inproceedings{marsella_modeling_2002,
title = {Modeling the Influence of Emotion on Belief for Virtual Training Simulations},
author = {Stacy C. Marsella and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Modeling%20the%20influence%20of%20emotion.pdf},
year = {2002},
date = {2002-06-01},
booktitle = {Proceedings of the 11th Conference on Computer Generated Forces and Behavioral Simulation},
address = {Orlando, FL},
abstract = {Recognizing and managing emotion in oneself and in those under ones command is an important component of leadership training. Most computational models of emotion have focused on the problem of identifying emotional features of the physical environment and mapping that into motivations to act in the world. But emotions also influence how we perceive the world and how we communicate that perception to others. This paper outlines an initial computational foray into this more vexing problem.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Hill, Randall W.; Kim, Youngjun; Gratch, Jonathan
Anticipating where to look: predicting the movements of mobile agents in complex terrain Proceedings Article
In: International Conference on Autonomous Agents and Multiagent Systems (AAMAS), pp. 821–827, Bologna, Italy, 2002.
@inproceedings{hill_anticipating_2002,
title = {Anticipating where to look: predicting the movements of mobile agents in complex terrain},
author = {Randall W. Hill and Youngjun Kim and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Anticipating%20Where%20to%20Look-%20Predicting%20the%20Movements%20of%20Mobile%20Agents%20in%20Complex%20Terrain.pdf},
year = {2002},
date = {2002-01-01},
booktitle = {International Conference on Autonomous Agents and Multiagent Systems (AAMAS)},
volume = {2},
pages = {821–827},
address = {Bologna, Italy},
abstract = {This paper describes a method for making short-term predictions about the movement of mobile agents in complex terrain. Virtual humans need this ability in order to shift their visual attention between dynamic objects-predicting where an object will be located a few seconds in the future facilitates the visual reacquisition of the target object. Our method takes into account environmental cues in making predictions and it also indicates how long the prediction is valid, which varies depending on the context. We implemented this prediction technique in a virtual pilot that flies a helicopter in a synthetic environment.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rickel, Jeff; Marsella, Stacy C.; Gratch, Jonathan; Hill, Randall W.; Traum, David; Swartout, William
Toward a New Generation of Virtual Humans for Interactive Experiences Journal Article
In: IEEE Intelligent Systems, 2002.
@article{rickel_toward_2002,
title = {Toward a New Generation of Virtual Humans for Interactive Experiences},
author = {Jeff Rickel and Stacy C. Marsella and Jonathan Gratch and Randall W. Hill and David Traum and William Swartout},
url = {http://ict.usc.edu/pubs/Toward%20a%20New%20Generation%20of%20Virtual%20Humans%20for%20Interactive%20Experiences.pdf},
year = {2002},
date = {2002-01-01},
journal = {IEEE Intelligent Systems},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Marsella, Stacy C.; Gratch, Jonathan
A step toward irrationality: using emotion to change belief Proceedings Article
In: International Conference on Autonomous Agents and Multiagent Systems (AAMAS), pp. 334–341, Bologna, Italy, 2002.
@inproceedings{marsella_step_2002,
title = {A step toward irrationality: using emotion to change belief},
author = {Stacy C. Marsella and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/A%20step%20toward%20irrationality-%20using%20emotion%20to%20change%20belief.pdf},
year = {2002},
date = {2002-01-01},
booktitle = {International Conference on Autonomous Agents and Multiagent Systems (AAMAS)},
volume = {1},
pages = {334–341},
address = {Bologna, Italy},
abstract = {Emotions have a powerful impact on behavior and beliefs. The goal of our research is to create general computational models of this interplay of emotion, cognition and behavior to inform the design of virtual humans. Here, we address an aspect of emotional behavior that has been studied extensively in the psychological literature but largely ignored by computational approaches, emotion-focused coping. Rather than motivating external action, emotion-focused coping strategies alter beliefs in response to strong emotions. For example an individual may alter beliefs about the importance of a goal that is being threatened, thereby reducing their distress. We present a preliminary model of emotion-focused coping and discuss how coping processes, in general, can be coupled to emotions and behavior. The approach is illustrated within a virtual reality training environment where the models are used to create virtual human characters in high-stress social situations.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan
Details of the CFOR Planner Technical Report
University of Southern California Institute for Creative Technologies Marina del Rey, CA, no. ICT TR 01.2002, 2002.
@techreport{gratch_details_2002,
title = {Details of the CFOR Planner},
author = {Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Details%20of%20the%20CFOR%20Planner.pdf},
year = {2002},
date = {2002-01-01},
number = {ICT TR 01.2002},
address = {Marina del Rey, CA},
institution = {University of Southern California Institute for Creative Technologies},
keywords = {},
pubstate = {published},
tppubtype = {techreport}
}
Gratch, Jonathan; Rickel, Jeff; André, Elisabeth; Cassell, Justine; Petajan, Eric; Badler, Norman
Creating Interactive Virtual Humans: Some Assembly Required Journal Article
In: IEEE Intelligent Systems, pp. 54–63, 2002.
@article{gratch_creating_2002,
title = {Creating Interactive Virtual Humans: Some Assembly Required},
author = {Jonathan Gratch and Jeff Rickel and Elisabeth André and Justine Cassell and Eric Petajan and Norman Badler},
url = {http://ict.usc.edu/pubs/Creating%20Interactive%20Virtual%20Humans-%20Some%20Assembly%20Required.pdf},
year = {2002},
date = {2002-01-01},
journal = {IEEE Intelligent Systems},
pages = {54–63},
abstract = {Science fiction has long imagined a future populated with artificial humans–human-looking devices with human-like intelligence. Although Asimov's benevolent robots and the Terminator movies' terrible war machines are still a distant fantasy, researchers across a wide range of disciplines are beginning to work together toward a more modest goal–building virtual humans. These software entities look and act like people and can engage in conversation and collaborative tasks, but they live in simulated environments. With the untidy problems of sensing and acting in the physical world thus dispensed, the focus of virtual human research is on capturing the richness and dynamics of human behavior.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Traum, David
Ideas on Multi-layer Dialogue Management for Multi-party, Multi-conversation, Multi-modal Communication Proceedings Article
In: Computational Linguistics in the Netherlands 2001: Selected Papers from the Twelth CLIN Meeting, 2002.
@inproceedings{traum_ideas_2002,
title = {Ideas on Multi-layer Dialogue Management for Multi-party, Multi-conversation, Multi-modal Communication},
author = {David Traum},
url = {http://ict.usc.edu/pubs/Ideas%20on%20Multi-layer%20Dialogue%20Management%20for%20Multi-party,%20Multi-conversation,%20Multi-modal%20Communication.pdf},
year = {2002},
date = {2002-01-01},
booktitle = {Computational Linguistics in the Netherlands 2001: Selected Papers from the Twelth CLIN Meeting},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan; Douglas, Jay
Adaptive narrative: How autonomous agents, hollywood, and multiprocessing operating systems can live happily ever after Proceedings Article
In: Proceedings of International Conference on Virtual Storytelling, pp. 100–112, Avignon, France, 2001, ISBN: 3-540-42611-6.
@inproceedings{gratch_adaptive_2001,
title = {Adaptive narrative: How autonomous agents, hollywood, and multiprocessing operating systems can live happily ever after},
author = {Jonathan Gratch and Jay Douglas},
url = {http://ict.usc.edu/pubs/Adaptive%20Narrative-%20How%20Autonomous%20Agents,%20Hollywood,%20and%20Multiprocessing%20Operating%20Systems%20Can%20Live%20Happily%20Ever%20After.pdf},
doi = {10.1007/3-540-45420-9_12},
isbn = {3-540-42611-6},
year = {2001},
date = {2001-10-01},
booktitle = {Proceedings of International Conference on Virtual Storytelling},
pages = {100–112},
address = {Avignon, France},
series = {LNCS},
abstract = {Interacting Storytelling systems integrate AI techniques such as planning with narrative representations to generate stories. In this paper, we discuss the use of planning formalisms in Interactive Storytelling from the perspective of story generation and authoring. We compare two different planning formalisms, Hierarchical Task Network (HTN) planning and Heuristic Search Planning (HSP). While HTN provide a strong basis for narrative coherence in the context of interactivity, HSP offer additional flexibility and the generation of stories and the mechanisms for generating comic situations.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Douglas, Jay; Gratch, Jonathan
Adaptive Narrative: How Autonomous Agents, Hollywood, and Multiprocessing Operating Systems Can Live Happily Ever After Proceedings Article
In: Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, 2001.
@inproceedings{douglas_adaptive_2001,
title = {Adaptive Narrative: How Autonomous Agents, Hollywood, and Multiprocessing Operating Systems Can Live Happily Ever After},
author = {Jay Douglas and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Adaptive%20Narrative-%20How%20Autonomous%20Agents,%20Hollywood,%20and%20Multiprocessing%20Operating%20Systems%20Can%20Live%20Happily%20Ever%20After.pdf},
year = {2001},
date = {2001-06-01},
booktitle = {Proceedings of the 5th International Conference on Autonomous Agents},
address = {Montreal, Canada},
abstract = {Creating dramatic narratives for real-time virtual reality environments is complicated by the lack of temporal distance between the occurrence of an event and its telling in the narrative. This paper describes the application of a multiprocessing operating system architecture to the creation of adaptive narratives, narratives that use autonomous actors or agents to create real-time dramatic experiences for human interactors. We also introduce the notion of dramatic acts and dramatic functions and indicate their use in constructing this real-time drama.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Swartout, William; Hill, Randall W.; Gratch, Jonathan; Johnson, W. Lewis; Kyriakakis, Chris; Labore, Catherine; Lindheim, Richard; Marsella, Stacy C.; Miraglia, D.; Moore, Bridget; Morie, Jacquelyn; Rickel, Jeff; Thiebaux, Marcus; Tuch, L.; Whitney, Richard; Douglas, Jay
Toward the Holodeck: Integrating Graphics, Sound, Character and Story Proceedings Article
In: Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, 2001.
@inproceedings{swartout_toward_2001,
title = {Toward the Holodeck: Integrating Graphics, Sound, Character and Story},
author = {William Swartout and Randall W. Hill and Jonathan Gratch and W. Lewis Johnson and Chris Kyriakakis and Catherine Labore and Richard Lindheim and Stacy C. Marsella and D. Miraglia and Bridget Moore and Jacquelyn Morie and Jeff Rickel and Marcus Thiebaux and L. Tuch and Richard Whitney and Jay Douglas},
url = {http://ict.usc.edu/pubs/Toward%20the%20Holodeck-%20Integrating%20Graphics,%20Sound,%20Character%20and%20Story.pdf},
year = {2001},
date = {2001-06-01},
booktitle = {Proceedings of the 5th International Conference on Autonomous Agents},
address = {Montreal, Canada},
abstract = {We describe an initial prototype of a holodeck-like environment that we have created for the Mission Rehearsal Exercise Project. The goal of the project is to create an experience learning system where the participants are immersed in an environment where they can encounter the sights, sounds, and circumstances of realworld scenarios. Virtual humans act as characters and coaches in an interactive story with pedagogical goals.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Marsella, Stacy C.; Gratch, Jonathan; Rickel, Jeff
The Effect of Affect: Modeling the Impact of Emotional State on the Behavior of Interactive Virtual Humans Proceedings Article
In: Workshop on Representing, Annotating, and Evaluating Non-Verbal and Verbal Communicative Acts to Achieve Contextual Embodied Agents, Montreal, Canada, 2001.
@inproceedings{marsella_effect_2001,
title = {The Effect of Affect: Modeling the Impact of Emotional State on the Behavior of Interactive Virtual Humans},
author = {Stacy C. Marsella and Jonathan Gratch and Jeff Rickel},
url = {http://ict.usc.edu/pubs/The%20Effect%20of%20Affect-%20Modeling%20the%20Impact%20of%20Emotional%20State%20on%20the%20Behavior%20of%20Interactive%20Virtual%20Humans.pdf},
year = {2001},
date = {2001-06-01},
booktitle = {Workshop on Representing, Annotating, and Evaluating Non-Verbal and Verbal Communicative Acts to Achieve Contextual Embodied Agents},
address = {Montreal, Canada},
abstract = {A person's behavior provides signiï¬cant information about their emotional state, attitudes, and attention. Our goal is to create virtual humans that convey such information to people while interacting with them in virtual worlds. The virtual humans must respond dynamically to the events surrounding them, which are fundamentally influenced by users' actions, while providing an illusion of human-like behavior. A user must be able to interpret the dynamic cognitive and emotional state of the virtual humans using the same nonverbal cues that people use to understand one another. Towards these goals, we are integrating and extending components from three prior systems: a virtual human architecture with a range of cognitive and motor capabilities, a model of emotional appraisal, and a model of the impact of emotional state on physical behavior. We describe the key research issues, our approach, and an initial implementation in an Army peacekeeping scenario.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan; Marsella, Stacy C.
Modeling Emotions in the Mission Rehearsal Exercise Proceedings Article
In: Proceedings of the 10th Conference on Computer Generated Forces and Behavioral Representation, pp. 457–466, Orlando, FL, 2001.
@inproceedings{gratch_modeling_2001,
title = {Modeling Emotions in the Mission Rehearsal Exercise},
author = {Jonathan Gratch and Stacy C. Marsella},
url = {http://ict.usc.edu/pubs/Modeling%20Emotions%20in%20the%20Mission%20Rehearsal%20Exercise.pdf},
year = {2001},
date = {2001-05-01},
booktitle = {Proceedings of the 10th Conference on Computer Generated Forces and Behavioral Representation},
pages = {457–466},
address = {Orlando, FL},
abstract = {This paper discusses our attempts to model realistic human behavior in the context of the Mission Rehearsal Exercise system (MRE), a high-end virtual training environment designed to support dismounted infantry training between a human participant and elements of his command. The system combines immersive graphics, sound, and interactive characters controlled by artificial intelligence programs. Our goal in this paper is to show how some of the daunting subtlety in human behavior can be modeled by intelligent agents and in particular to focus on the role of modeling typical human emotional responses to environmental stimuli.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Ligorio, M. Beatrice; Mininni, Giuseppe; Traum, David
Interlocution Scenarios for Problem Solving in an Educational MUD Environment Proceedings Article
In: 1st European Conference on Computer-Supported Collaborative Learning, 2001.
@inproceedings{ligorio_interlocution_2001,
title = {Interlocution Scenarios for Problem Solving in an Educational MUD Environment},
author = {M. Beatrice Ligorio and Giuseppe Mininni and David Traum},
url = {http://ict.usc.edu/pubs/INTERLOCUTION%20SCENARIOS%20FOR%20PROBLEM%20SOLVING%20IN%20AN%20EDUCATIONAL%20MUD%20ENVIRONMENT.pdf},
year = {2001},
date = {2001-03-01},
booktitle = {1st European Conference on Computer-Supported Collaborative Learning},
abstract = {This paper presents an analysis of computer mediated collaboration on a problem-solving task in a virtual world. The theoretical framework of this research combines research in Computer Mediated Communication with a social psychology theory of conflict. An experiment was conducted involving universitybstudents performing a problem solving task with a peer in an Educational MUD. Each performance was guided by a predefined script, designed based on the 'common speech' concepts. Al the performances were analyzed in terms of identity perception, conflict perception and cooperation. By looking at the relationship among the CMC environment features, the social influence activated on this environment, the conflict elaboration, and the problem solving strategies, a distinctive 'interlocution scenario' emerged. The results are discussed using contributions from the two theoretical approaches embraced.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Olsen, Mari; Traum, David; Ess-Dykema, Carol Van; Weinberg, Amy
Implicit Cues for Explicit Generation: Using Telicity as a Cue for Tense Structure in Chinese to English MT System Proceedings Article
In: Machine Translation Summit VIII, Santiago de Compostela, Spain, 2001.
@inproceedings{olsen_implicit_2001,
title = {Implicit Cues for Explicit Generation: Using Telicity as a Cue for Tense Structure in Chinese to English MT System},
author = {Mari Olsen and David Traum and Carol Van Ess-Dykema and Amy Weinberg},
url = {http://ict.usc.edu/pubs/Implicit%20Cues%20for%20Explicit%20Generation-%20Using%20Telicity%20as%20a%20Cue%20for%20Tense%20Structure%20in%20Chinese%20to%20English%20MT%20System.pdf},
year = {2001},
date = {2001-01-01},
booktitle = {Machine Translation Summit VIII},
address = {Santiago de Compostela, Spain},
abstract = {In translating from Chinese to English, tense and other temporal information must be inferred from other grammatical and lexical cues. Tense information is crucial to providing accurate and fluent translations into English. Perfective and imperfective grammatical aspect markers can provide cues to temporal structure, but such information is optional in Chinese and is not present in the majority of sentences. We report on a project that assesses the relative contribution of the lexical aspect features of (a)telicity reflected in the Lexical Conceptual Structure of the input text, versus more overt aspectual and adverbial markers of tense, to suggest tense structure in the English translation of a Chinese newspaper corpus. Incorporating this information allows a 20% to 35% boost in the accuracy of tense relization with the best accuracy rate of 92% on a corpus of Chinese articles.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan; Marsella, Stacy C.
Tears and Fears: Modeling emotions and emotional behaviors in synthetic agents Proceedings Article
In: Proceedings of the 5th International Conference on Autonomous Agents, pp. 278–285, Montreal, Canada, 2001.
@inproceedings{gratch_tears_2001,
title = {Tears and Fears: Modeling emotions and emotional behaviors in synthetic agents},
author = {Jonathan Gratch and Stacy C. Marsella},
url = {http://ict.usc.edu/pubs/Tears%20and%20Fears-%20Modeling%20emotions%20and%20emotional%20behaviors%20in%20synthetic%20agents.pdf},
year = {2001},
date = {2001-01-01},
booktitle = {Proceedings of the 5th International Conference on Autonomous Agents},
pages = {278–285},
address = {Montreal, Canada},
abstract = {Emotions play a critical role in creating engaging and believable characters to populate virtual worlds. Our goal is to create general computational models to support characters that act in virtual environments, make decisions, but whose behavior also suggests an underlying emotional current. In service of this goal, we integrate two complementary approaches to emotional modeling into a single unified system. Gratch's Émile system focuses on the problem of emotional appraisal: how emotions arise from an evaluation of how environmental events relate to an agent's plans and goals. Marsella et al. 's IPD system focuses more on the impact of emotions on behavior, including the impact on the physical expressions of emotional state through suitable choice of gestures and body language. This integrated model is layered atop Steve, a pedagogical agent architecture, and exercised within the context of the Mission Rehearsal Exercise, a prototype system designed to teach decision- making skills in highly evocative situations.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Damiano, Rossana; Traum, David
Anticipatory planning for decision-theoretic grounding and task advancement in mixed-initiative dialogue systems Proceedings Article
In: NAACL 2001 Workshop on Adaptation in Dialogue Systems, 2001.
@inproceedings{damiano_anticipatory_2001,
title = {Anticipatory planning for decision-theoretic grounding and task advancement in mixed-initiative dialogue systems},
author = {Rossana Damiano and David Traum},
url = {http://ict.usc.edu/pubs/Anticipatory%20planning%20for%20decision-theoretic%20grounding%20and%20task%20advancement%20in%20mixed-initiative%20dialogue%20systems.pdf},
year = {2001},
date = {2001-01-01},
booktitle = {NAACL 2001 Workshop on Adaptation in Dialogue Systems},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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