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ELIOS Lab




           Towards a Conversational Agent
           Architecture to Favor Knowledge
             Discovery in Serious Games


     F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino
               ELIOS Lab, DIBE, University of Genoa
                       berta@elios.unige.it


                         @riccardoberta

ACE 2011
                                                         1
Outlook

Definition of Conversational Agent (CA) in Serious
Games
Requirements
Presentation of the proposed system
An example of use
Future research directions




  ACE 2011
                                                     2
Conversational Agents (CA)
Non-Player Characters (NPC)
  controlled by the computer
  able to dialogue with users in natural language
  to increase the situation realism and user involvement
  usually employed in
     virtual world applications (for training, gaming or advertising)
CAs take part in the narrative, playing a specific role:
  to introduce “back-stories”
  to assign tasks to players
  to reward performance
  in general, to give information
Our system is focused on instructional dialogues in
Serious Games
  favoring a player’s acquisition of knowledge on specific topics
  easy and efficient writing and maintenance of the CA knowledge
  ACE 2011
                                                                         3
Requirements
CA embodies certain well-defined units of knowledge
   for instance, a real policeman is able to give street directions,
   while a art expert may answer questions about artworks and
   heritage
CAs are aimed at answering player’s questions
   to help in specific knowledge acquisition
    The context can be usefully exploited to facilitate the
dialogue
   sample elements of the context are the appearance of the CA
   (e.g., uniform, cloths, sex, age), its position, role and game level
   in which it appears
CA’s knowledge should be easy to edit and maintain
   also by people with no specific expertise in automatic dialogue
   algorithms


   ACE 2011
                                                                          4
Requirements

These requirements are not general, but address a
specific target of human-content interactions
  this kind of CAs may be employed in short dialogues where a
  player could get knowledge clues about a specific topic
  this is a typical need of serious games (like adventures)

The main idea is that such CAs implement a specific
serious game mechanism combining:
  user knowledge acquisition
  natural and pleasant interaction

The key element in our view is player knowledge
acquisition
  not only entertain the player with “real” dialogues

  ACE 2011
                                                                5
The system
We have developed a CA system
  to provide useful information on the basis of the user request
  to ask player questions in order to stimulate reasoning (e.g., about
  facts and context)
The system is based on a two level architecture:
  a strategy level (The Strategy Manager)
    it is responsible for managing the high-level aspects of the conversation
  a tactical level (The Tactic Manager)
    it responds to the player’s queries by relying on a combination of simple
     syntactical analysis and an statistical procedurea
We are testing the system in two real SGs:
  SeaGame
    for promoting safe maritime behavior in coastal areas
    a national project funded by Liguria Region (Italy)
  Travel in Europe
    for cultural heritage promotion
    A EU project funded by Culture 2000 framework
   ACE 2011
                                                                                 6
The Strategy Manager (SM)

   Manage the beginning and the end of the
conversation.
  For instance, SM could welcome the player and invite him to
  speak, introduce itself, answer to a welcome, etc.
  An important first step is the presentation of an overview of the
  knowledge available by the CA
Change the knowledge set of the tactical level
  Exploiting information coming from the user answers and queries
Intervene during the conversation
  providing help/indications if the conversation is lagging
Terminate the conversation
  when the CA’s knowledge has been told to the player

  ACE 2011
                                                                      7
The Tactics Manager (TM)
Responsible for directly reacting to the user input
  Not the whole corpus of possible answer documents is analyzed
  The corpus is structured in answers to different types of
  questions
     Where, When, Who, Why, What, How
     The five Ws in journalism are the basis for information-gathering
At runtime:
  when the user inputs a text, the actual question statement is
  extracted
  if a question cannot be detected, the TM invites the player to ask
  questions (giving clues about the topic)
  otherwise, the question is processed in order to catalog it in one
  of the W types
  then the best answer of that type is selected
  if no answer shows a sufficient level of precision, the SM
  intervene for managing the situation
     e.g. by outputs an author-defined expression for that situation
  ACE 2011
                                                                          8
The Authoring Tool

Need to allow authors to write dialogue content in a
simple, efficient and effective way
In particular, the author has to prepare:
  The set of welcome questions for the SM
     The help texts and the trigger conditions through which the
  SM proactively intervenes to support the player
     The texts of all the possible answers for the TM
     represent the specific knowledge of the CA.
     every answer has to be tagged with the corresponding W type


The author can also set dependencies among questions
   one question may enable the player to explore further knowledge



  ACE 2011
                                                                     9
Use Case (cultural heritage)
Travel in Europe game aims at promoting the cultural
heritage of European cities of art
  the user explores reconstructed areas of EU cities, while
  accomplishing missions in a treasure hunts with artistic topics
  during the exploration the player may encounter some CAs with
  which he can interact in order to get information about the visited
  areas

We present only one situation (other examples can be
found in the paper):
  The player has to visit “Palazzo Bianco” (an artistic Renaissance
  Palace holding a Museum in the Genoa city center) and collect
  information about the palace and the museum




  ACE 2011
                                                                        10
Use Case (cultural heritage)
Player: Is there a museum inside?
CA: Yes, there is a museum inside
Player: At what time does it open?
CA: The museum opens at 3 pm.
Player: Why is it named Palazzo Rosso?
CA: It is named Palazzo Rosso because of its red color
Player: When was it built?
CA: Palazzo Rosso was built in the 17th Century
Player: Who designed Palazzo Rosso?
CA: Architect Pietro Antonio Corradi designed Palazzo
Rosso
Player: What can I see inside?
CA: You can see a lot of pictures inside
  ACE 2011
                                                         11
Use Case (cultural heritage)
Player: Who are the painters of the pictures exhibited?
CA: The painters are Rembrandt and Van Dick
Player: Which are the most important pictures of
Rembrandt?
CA: The pictures by Rembrandt are the following […]




  ACE 2011
                                                          12
Conclusion and Future Work
SGs represent a promising tool for improving instruction
  Conversation can provide an important added value
We propose a system with a focus on instructional
dialogues
  to favor player acquisition of knowledge on specific topics
  we have designed the system and prototyped it in two real
  examples of SG
Next steps:
  extensive testing phase with real user
  system performance improvement in particular in the question
  handling
     type recognition
  Implementation of API to include CAs in standard game engine
  (Unity)
  Implementation of a GUI for authors

  ACE 2011
                                                                 13
Thank you!



            www.galanoe.eu
               GALA EU NoE on
           Serious Games (#galanoe      )
                   @riccardoberta
              www.elios.dibe.unige.it


ACE 2011
                                            14

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CA Architecture for Knowledge Discovery in Serious Games

  • 1. ELIOS Lab Towards a Conversational Agent Architecture to Favor Knowledge Discovery in Serious Games F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino ELIOS Lab, DIBE, University of Genoa berta@elios.unige.it @riccardoberta ACE 2011 1
  • 2. Outlook Definition of Conversational Agent (CA) in Serious Games Requirements Presentation of the proposed system An example of use Future research directions ACE 2011 2
  • 3. Conversational Agents (CA) Non-Player Characters (NPC) controlled by the computer able to dialogue with users in natural language to increase the situation realism and user involvement usually employed in  virtual world applications (for training, gaming or advertising) CAs take part in the narrative, playing a specific role: to introduce “back-stories” to assign tasks to players to reward performance in general, to give information Our system is focused on instructional dialogues in Serious Games favoring a player’s acquisition of knowledge on specific topics easy and efficient writing and maintenance of the CA knowledge ACE 2011 3
  • 4. Requirements CA embodies certain well-defined units of knowledge for instance, a real policeman is able to give street directions, while a art expert may answer questions about artworks and heritage CAs are aimed at answering player’s questions to help in specific knowledge acquisition The context can be usefully exploited to facilitate the dialogue sample elements of the context are the appearance of the CA (e.g., uniform, cloths, sex, age), its position, role and game level in which it appears CA’s knowledge should be easy to edit and maintain also by people with no specific expertise in automatic dialogue algorithms ACE 2011 4
  • 5. Requirements These requirements are not general, but address a specific target of human-content interactions this kind of CAs may be employed in short dialogues where a player could get knowledge clues about a specific topic this is a typical need of serious games (like adventures) The main idea is that such CAs implement a specific serious game mechanism combining: user knowledge acquisition natural and pleasant interaction The key element in our view is player knowledge acquisition not only entertain the player with “real” dialogues ACE 2011 5
  • 6. The system We have developed a CA system to provide useful information on the basis of the user request to ask player questions in order to stimulate reasoning (e.g., about facts and context) The system is based on a two level architecture: a strategy level (The Strategy Manager)  it is responsible for managing the high-level aspects of the conversation a tactical level (The Tactic Manager)  it responds to the player’s queries by relying on a combination of simple syntactical analysis and an statistical procedurea We are testing the system in two real SGs: SeaGame  for promoting safe maritime behavior in coastal areas  a national project funded by Liguria Region (Italy) Travel in Europe  for cultural heritage promotion  A EU project funded by Culture 2000 framework ACE 2011 6
  • 7. The Strategy Manager (SM) Manage the beginning and the end of the conversation. For instance, SM could welcome the player and invite him to speak, introduce itself, answer to a welcome, etc. An important first step is the presentation of an overview of the knowledge available by the CA Change the knowledge set of the tactical level Exploiting information coming from the user answers and queries Intervene during the conversation providing help/indications if the conversation is lagging Terminate the conversation when the CA’s knowledge has been told to the player ACE 2011 7
  • 8. The Tactics Manager (TM) Responsible for directly reacting to the user input Not the whole corpus of possible answer documents is analyzed The corpus is structured in answers to different types of questions  Where, When, Who, Why, What, How  The five Ws in journalism are the basis for information-gathering At runtime: when the user inputs a text, the actual question statement is extracted if a question cannot be detected, the TM invites the player to ask questions (giving clues about the topic) otherwise, the question is processed in order to catalog it in one of the W types then the best answer of that type is selected if no answer shows a sufficient level of precision, the SM intervene for managing the situation  e.g. by outputs an author-defined expression for that situation ACE 2011 8
  • 9. The Authoring Tool Need to allow authors to write dialogue content in a simple, efficient and effective way In particular, the author has to prepare: The set of welcome questions for the SM The help texts and the trigger conditions through which the SM proactively intervenes to support the player The texts of all the possible answers for the TM  represent the specific knowledge of the CA.  every answer has to be tagged with the corresponding W type The author can also set dependencies among questions one question may enable the player to explore further knowledge ACE 2011 9
  • 10. Use Case (cultural heritage) Travel in Europe game aims at promoting the cultural heritage of European cities of art the user explores reconstructed areas of EU cities, while accomplishing missions in a treasure hunts with artistic topics during the exploration the player may encounter some CAs with which he can interact in order to get information about the visited areas We present only one situation (other examples can be found in the paper): The player has to visit “Palazzo Bianco” (an artistic Renaissance Palace holding a Museum in the Genoa city center) and collect information about the palace and the museum ACE 2011 10
  • 11. Use Case (cultural heritage) Player: Is there a museum inside? CA: Yes, there is a museum inside Player: At what time does it open? CA: The museum opens at 3 pm. Player: Why is it named Palazzo Rosso? CA: It is named Palazzo Rosso because of its red color Player: When was it built? CA: Palazzo Rosso was built in the 17th Century Player: Who designed Palazzo Rosso? CA: Architect Pietro Antonio Corradi designed Palazzo Rosso Player: What can I see inside? CA: You can see a lot of pictures inside ACE 2011 11
  • 12. Use Case (cultural heritage) Player: Who are the painters of the pictures exhibited? CA: The painters are Rembrandt and Van Dick Player: Which are the most important pictures of Rembrandt? CA: The pictures by Rembrandt are the following […] ACE 2011 12
  • 13. Conclusion and Future Work SGs represent a promising tool for improving instruction Conversation can provide an important added value We propose a system with a focus on instructional dialogues to favor player acquisition of knowledge on specific topics we have designed the system and prototyped it in two real examples of SG Next steps: extensive testing phase with real user system performance improvement in particular in the question handling  type recognition Implementation of API to include CAs in standard game engine (Unity) Implementation of a GUI for authors ACE 2011 13
  • 14. Thank you! www.galanoe.eu GALA EU NoE on Serious Games (#galanoe ) @riccardoberta www.elios.dibe.unige.it ACE 2011 14