@article{freitas_berreth_chen_jhala_2023, title={Characterizing the perception of urban spaces from visual analytics of street-level imagery}, volume={38}, ISSN={["1435-5655"]}, url={http://dx.doi.org/10.1007/s00146-022-01592-y}, DOI={10.1007/s00146-022-01592-y}, abstractNote={This project uses machine learning and computer vision techniques and a novel interactive visualization tool to provide street-level characterization of urban spaces such as safety and maintenance in urban neighborhoods. This is achieved by collecting and annotating street-view images, extracting objective metrics through computer vision techniques, and using crowdsourcing to statistically model the perception of subjective metrics such as safety and maintenance. For modeling human perception and scaling it up with a predictive algorithm, we evaluate perception predictions across two points in time separated by economic changes in the urban core of Raleigh, North Carolina, in the aftermath of the 2008 Great Recession. We hypothesize specific socioeconomic processes can be substantially reflected in the built environment of cities and, thus, render themselves visible at the street level. This paper describes the process of incorporating subjective visual ratings across two datasets of temporally separated street-view images, an algorithm, and a visualization tool. This work serves as a case study for utilizing AI and visualization techniques in a richer characterization of urban spaces that includes both objective metrics such as income (that operates at a broader scale) and subjective metrics such as perception of individuals (that operates at a narrower scale at specific locations). We outline an interdisciplinary methodology to test this hypothesis in streetscape data from Raleigh, NC, from 2008 to 2020. We describe the results of training algorithms that utilized image features with crowdsourced human perception ratings. We provide a comparison of the results with income data. The analysis and interpretation of this comparison provide insight into the challenges and opportunities for using AI technology in characterizing changes in urban environments. One challenge is the ability of human domain experts to interpret the output of algorithms through manipulation and to integrate these results into their workflow. This is addressed with a novel interface designed for interactive analysis and visualization. We conclude with a discussion of some of the benefits and limitations of integrating AI models in the human expert’s decision-making process in the presence of both subjective and objective metrics.}, number={4}, journal={AI & SOCIETY}, publisher={Springer Science and Business Media LLC}, author={Freitas, Frederico and Berreth, Todd and Chen, Yi-Chun and Jhala, Arnav}, year={2023}, month={Aug}, pages={1361–1371} } @article{banerjee_potts_jhala_jaselskis_2023, title={Developing a Construction Domain-Specific Artificial Intelligence Language Model for NCDOT's CLEAR Program to Promote Organizational Innovation and Institutional Knowledge}, volume={37}, ISSN={["1943-5487"]}, DOI={10.1061/JCCEE5.CPENG-4868}, abstractNote={Transportation agency personnel gain valuable knowledge through their work, but such knowledge is lost if it is not documented properly after the worker leaves the organization. The risk of losing institutional knowledge is a current problem at state departments of transportation, including the North Carolina Department of Transportation (NCDOT), due to high personnel turnover. State transportation agencies have implemented knowledge repositories in the form of lessons learned/best practices databases to address this problem. However, motivating end-users to use such databases is challenging. This paper addresses this challenge through novel artificial intelligence technology whereby a neural network–based language model is implemented as part of the NCDOT’s new knowledge management program: Communicate Lessons, Exchange Advice, Record (CLEAR). The CLEAR program encompasses a database of lessons learned/best practices and a website to access and search the database. The developed methodology involves training a language model on transportation construction texts and using that trained model in a novel algorithm enabling users to search the CLEAR database easily. The developed language-processing model provides an easily accessible interface to suggest the most relevant CLEAR data based on the end-user’s searched keywords. The model learns an inference model of construction domain–specific vocabulary extracted from various sources, such as contract documents, textbooks, and specifications, to make meaningful connections between lessons learned/best practices in the CLEAR database and project-specific knowledge. The developed model has been validated by project managers for projects at various life cycle stages. The automation of information retrieval is intended to encourage NCDOT personnel to use and embrace the CLEAR program as part of their routine work to improve project workflow. In the long run, the NCDOT will benefit from consistent usage of the CLEAR program and its high quality content, thereby leading to enhanced institutional knowledge and organizational innovation.Practical ApplicationsThe construction industry, with a particular emphasis on transportation construction, currently faces tremendous challenges in retaining and retraining existing personnel to ensure business continuity on projects. Knowledge gained on projects by project personnel can be lost forever if not properly documented. While knowledge repositories are effective toward ensuring the storing and retrieving of past knowledge, extant literature underlines the need to ensure continued participation by the end-users for the success of such repositories. This research effort uses natural language processing, a subfield artificial intelligence that deals specifically with text sources, as a means to quickly and accurately enhance the quality of search results being displayed to the end-users within the North Carolina Department of Transportation’s recently commissioned knowledge management program called CLEAR. As a result, end-users can stay motivated and embrace the CLEAR program, thereby ensuring its long-term success. In the long run, the consistent usage of the CLEAR program and the high quality content that is input to the CLEAR database by the NCDOT end-users will lead to enhanced institutional knowledge and internal organizational innovation.}, number={3}, journal={JOURNAL OF COMPUTING IN CIVIL ENGINEERING}, author={Banerjee, Siddharth and Potts, Colin M. and Jhala, Arnav H. and Jaselskis, Edward J.}, year={2023}, month={May} } @article{jhala_cheng_goodwin_singh_anwar_davis_jiang_lee_younho_grady_et al._2022, title={A Digital Communication Twin for Addressing Misinformation: Vision, Challenges, Opportunities}, volume={26}, ISSN={1089-7801 1941-0131}, url={http://dx.doi.org/10.1109/MIC.2021.3129547}, DOI={10.1109/MIC.2021.3129547}, abstractNote={In this article, we propose a novel approach to address the major ethical and societal problem of misinformation on social media. Specifically, how can we identify misinformation, understand how it spreads, and produce effective interventions? Our envisioned solution is sociotechnical in that it relies upon people (specifically community leaders) to push back against the ravages of misinformation but incorporates novel computational support for doing so. Specifically, we envision a digital communication twin platform for misinformation flow in social networks. We present the motivation, components, challenges, and opportunities in the development of this platform. We illustrate the potential for this approach via misinformation about healthcare, which has flourished during the COVID-19 pandemic.}, number={2}, journal={IEEE Internet Computing}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={Jhala, Arnav and Cheng, Yang and Goodwin, Jean and Singh, Munindar P. and Anwar, Mohd and Davis, Lauren and Jiang, Steven and Lee, Anna and Younho, Seong and Grady, Siobahn and et al.}, year={2022}, month={Mar}, pages={36–41} } @article{chaudhary_jhala_2022, title={Computational Support for Trope Analysis of Textual Narratives}, volume={13762}, ISBN={["978-3-031-22297-9"]}, ISSN={["1611-3349"]}, url={https://doi.org/10.1007/978-3-031-22298-6_34}, DOI={10.1007/978-3-031-22298-6_34}, abstractNote={Narrative tropes are repeated patterns of recognizable communicative elements across stories. Tropes are a set of patterns that aid readers in story comprehension. They are also a reflection of socio-cultural norms that are formally or informally present in the particular context for authors and readers. Trope-based analyses are common in media studies but are limited to close readings and individual analyst perspectives. Distant reading of tropes is challenging due to the lack of precise definitions and the variety of forms in which tropes manifest in language, and over space and time within story worlds. This paper presents a trope labeled dataset of scripts, an initial analysis framework, and a system for computational support of trope analysis. For highlighting the challenges of developing computational models, we present a trope prediction algorithm on a movie script dataset based on a model trained with human-annotated tropes from TVTropes.}, journal={INTERACTIVE STORYTELLING, ICIDS 2022}, author={Chaudhary, Mandar S. and Jhala, Arnav}, year={2022}, pages={529–540} } @article{potts_savaliya_jhala_2022, title={Leveraging Multiple Representations of Topic Models for Knowledge Discovery}, volume={10}, ISSN={["2169-3536"]}, url={https://doi.org/10.1109/ACCESS.2022.3210529}, DOI={10.1109/ACCESS.2022.3210529}, abstractNote={Topic models are often useful in categorization of related documents in information retrieval and knowledge discovery systems, especially for large datasets. Interpreting the output of these models remains an ongoing challenge for the research community. The typical practice in the application of topic models is to tune the parameters of a chosen model for a target dataset and select the model with the best output based on a given metric. We present a novel perspective on topic analysis by presenting a process for combining output from multiple models with different theoretical underpinnings. We show that this results in our ability to tackle novel tasks such as semantic characterization of content that cannot be carried out by using single models. One example task is to characterize the differences between topics or documents in terms of their purpose and also importance with respect to the underlying output of the discovery algorithm. To show the potential benefit of leveraging multiple models we present an algorithm to map the term-space of Latent Dirichlet Allocation (LDA) to the neural document-embedding space of doc2vec. We also show that by utilizing both models in parallel and analyzing the resulting document distributions using the Normalized Pointwise Mutual Information (NPMI) metric we can gain insight into the purpose and importance of topics across models. This approach moves beyond topic identification to a richer characterization of the information and provides a better understanding of the complex relationships between these typically competing techniques.}, journal={IEEE ACCESS}, author={Potts, Colin M. and Savaliya, Akshat and Jhala, Arnav}, year={2022}, pages={104696–104705} } @inbook{potts_jhala_2021, title={Narraport: Narrative-Based Interactions and Report Generation with Large Datasets}, url={https://doi.org/10.1007/978-3-030-92300-6_11}, DOI={10.1007/978-3-030-92300-6_11}, abstractNote={There is an increasing demand for rapid content filtering in relation to topics like digital forensics for legal cases, cybersecurity, and social media conduct monitoring. While there have been significant advances in algorithms and frameworks for media processing, this task requires an ensemble of tools and algorithms that are not well-understood by human analysts, thereby reducing their trustworthiness. In this paper, we present a novel perspective on this problem through the development of an intelligent system that generates reports from large email datasets in the form of short stories. The stories generated by the system are based on identifiable plot structures in popular media. These structures are used as semantic sensemaking templates to organize data for further filtering and triage. The end-to-end system, accessible through an interactive dashboard, incorporates unsupervised annotation modules (such as speech acts and sentiment), topic discovery, communication network analysis, character personality profiles, and automated text and visualization generators. This emerging application prototype is developed and internally deployed in collaboration with analysts and researchers actively working in this area.}, booktitle={Interactive Storytelling}, publisher={Springer International Publishing}, author={Potts, Colin M. and Jhala, Arnav}, year={2021}, pages={118–127} } @article{javidi_widman_lipsey_brasileiro_javidi_jhala_2021, title={REDEVELOPING A DIGITAL SEXUAL HEALTH INTERVENTION FOR ADOLESCENTS TO ALLOW FOR BROADER DISSEMINATION: IMPLICATIONS FOR HIV AND STD PREVENTION}, volume={33}, ISSN={["1943-2755"]}, DOI={10.1521/aeap.2021.33.2.89}, abstractNote={HIV/STDs and unintended pregnancy persist among adolescents in the United States; thus, effective sexual health interventions that can be broadly disseminated are necessary. Digital health interventions are highly promising because they allow for customization and widespread reach. The current project involved redeveloping and expanding HEART (Health Education and Relationship Training)-a brief, digital sexual health intervention efficacious at improving safer sex knowledge, self-efficacy, and behavior-onto an open-source platform to allow for greater interactivity and accessibility while reducing long-term program costs. The authors describe the process of adapting, reprogramming, and evaluating the new program, which may serve as a guide for investigators seeking to adapt behavioral interventions onto digital platforms. The final product is an open-source intervention that can be easily adapted for new populations. Among 233 adolescents (Mage = 15.06; 64% girls), HEART was highly acceptable and generally feasible to administer, with no differences in acceptability by gender or sexual identity.}, number={2}, journal={AIDS EDUCATION AND PREVENTION}, author={Javidi, Hannah and Widman, Laura and Lipsey, Nikolette and Brasileiro, Julia and Javidi, Farhad and Jhala, Arnav}, year={2021}, month={Apr}, pages={89–102} } @article{guimaraes_prada_santos_dias_jhala_mascarenhas_2020, title={The Impact of Virtual Reality in the Social Presence of a Virtual Agent}, DOI={10.1145/3383652.3423879}, abstractNote={In this work we test the hypothesis that interacting with an intelligent virtual character in Virtual Reality (VR) has a stronger impact compared to the same interaction in a traditional non-immersive platform, both in terms of presence and believability. We designed a Social Skills Training scenario of a police interview, based on interactions observed in real cases with the help of teachers and experts from that field. To test our hypothesis, we conducted experiments with two treatments: one in VR and the other displayed on a conventional computer screen. We collected qualitative and quantitative data using instruments with elements from well-established presence and situated interaction questionnaires. Results indicate that participant perception of social presence of virtual characters is higher in VR. No significant difference in believability was observed across treatments The experimental design encourages further work on measurement of effects of social presence and its impact on design of intelligent interactions in the context of Social Skills Training environments and immersive platforms.}, journal={PROCEEDINGS OF THE 20TH ACM INTERNATIONAL CONFERENCE ON INTELLIGENT VIRTUAL AGENTS (ACM IVA 2020)}, author={Guimaraes, Manuel and Prada, Rui and Santos, Pedro A. and Dias, Joao and Jhala, Arnav and Mascarenhas, Samuel}, year={2020} } @article{robertson_jhala_young_2019, title={Efficient Choice Enumeration for Narrative World Design}, DOI={10.1145/3337722.3337736}, abstractNote={An open challenge for AI in digital games is narrative experience management, the problem of automatically directing virtual characters in an interactive story to produce specific narrative effects for human participants. One important aspect of interactive narrative quality is participant choice, which provides the central distinction between interactive and linear storytelling. Most experience management work identifies storytelling patterns an agent should value or guides participants through high-value story trajectories. However, the types and quality of choices available in an interactive story are influenced not only by a model of narrative and specific story character actions, but also the world design that affords situations and actions. In this paper, we present a method for generating all unique, accessible choice combinations for a story world as a first step towards experience-driven interactive narrative world design. We benchmark the approach against several baselines and discuss its use as a tool for human and automated world designers.}, journal={PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'19)}, author={Robertson, Justus and Jhala, Arnav and Young, R. Michael}, year={2019} } @article{summerville_martens_harmon_mateas_osborn_wardrip-fruin_jhala_2019, title={From Mechanics to Meaning}, volume={11}, ISSN={["2475-1510"]}, DOI={10.1109/TCIAIG.2017.2765599}, abstractNote={While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” which is often represented in a limited, implicit form in hand-crafted evaluation functions or constructive rules. Proceduralist readings, a semiformal approach for interpreting the meaning of a game based on its underlying processes and interactions in conjunction with aesthetic and cultural cues, offer a novel, systematic approach to game understanding. We formalize proceduralist argumentation as a logic program that performs static reasoning over game specifications to derive higher level meanings, as part of Gemini, a bidirectional game analysis and generation system.}, number={1}, journal={IEEE TRANSACTIONS ON GAMES}, author={Summerville, Adam and Martens, Chris and Harmon, Sarah and Mateas, Michael and Osborn, Joseph and Wardrip-Fruin, Noah and Jhala, Arnav}, year={2019}, month={Mar}, pages={69–78} } @article{harmon_maxwell_jhala_2019, title={Operationalizing Conflict Strategies in a Board Game}, DOI={10.1145/3337722.3342235}, abstractNote={The aim of conflict resolution education is to impart essential strategies and skills for resolving conflicts effectively. While these are important life skills, conflict resolution can be difficult to teach because it requires individuals to interact with others, explore new strategies, and receive feedback within a natural social context in order for strong connections to be made. As board games often involve co-located multiplayer interaction and can be effective tools for young learners, we explore the possibility of incorporating learning about conflict resolution into a tabletop game. We describe the process of designing an educational board game - StarStruck - that fosters discussions about conflict management via operationalization of conflict strategies drawn from an instrument founded in social psychology theory. Through in- and out-of-board interactions, StarStruck is designed to provide players with affordances to explore different resolution strategies within their natural social environment. We present examples from initial playtesting sessions to consider the expressive range of conflict scenarios generated by playing the game. This work serves as a preliminary illustration of how to map the vocabulary of conflict resolution to game mechanics, dynamics, and aesthetics so that players can naturally engage with and discuss conflict interactions.}, journal={PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'19)}, author={Harmon, Sarah and Maxwell, Remington and Jhala, Arnav}, year={2019} } @article{miller_dighe_martens_jhala_2019, title={Stories of the Town: Balancing Character Autonomy and Coherent Narrative in Procedurally Generated Worlds}, DOI={10.1145/3337722.3341850}, abstractNote={Procedural narrative generation systems often focus on autonomous agent based simulations to create emergent interactions, plan-based approaches to provide guarantees for coherence, or using elements of simulation to guide plan-based approaches. These different approaches, with some exceptions, tend to trade off character autonomy in service of more designer controlled experiences or content authoring in service of encoding domain knowledge of possible branches of the narrative and participating characters. We have developed a system, called Stories of the Town, that automatically generates narratives by synthesizing three distinct approaches to traditional narrative generation: context-free grammars, planning, and simulation. More specifically, our system generates narratives via probabilistic context-free grammars applied to state-space planning problem solutions from planning problem formulations of simulated character models. Our system uses character simulations to generate variety in narratives and ensures narrative coherence through authoring probabilistic context-free grammars. By doing so, this system takes advantage of the strengths of each individual approach (e.g. controllability, scalability, intentionality, and variety) to generate narratives that are extensible, expressive, consistent with simulated character personalities and histories, and controllable. We show that this system has strong potential in automatically generating varied, complex, consistent, and goal-oriented narratives. Further development of the system will allow for more efficient utilization of the strengths of each narrative generation approach while also using these strengths to supplement their individual shortcomings.}, journal={PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'19)}, author={Miller, Chris and Dighe, Mayank and Martens, Chris and Jhala, Arnav}, year={2019} } @inproceedings{wu_jhala_2018, title={A joint attention model for automated editing}, volume={2321}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85062242549&partnerID=MN8TOARS}, booktitle={CEUR Workshop Proceedings}, author={Wu, H.-Y. and Jhala, A.}, year={2018} } @inproceedings{chen_robertson_jhala_2018, title={Abstractions for narrative comprehension tasks}, volume={2321}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85062232028&partnerID=MN8TOARS}, booktitle={CEUR Workshop Proceedings}, author={Chen, Y.-C. and Robertson, J. and Jhala, A.}, year={2018} } @article{mawhorter_zegura_gray_jhala_mateas_wardrip-fruin_2018, title={Choice Poetics by Example}, volume={7}, ISSN={["2076-0752"]}, DOI={10.3390/arts7030047}, abstractNote={Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships among options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others. We focus first on using choice poetics to examine the central repeated choice in “Undertale,” and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers, Please,” which breaks down options and their outcomes to illustrate exactly how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices “in the wild.”}, number={3}, journal={ARTS}, author={Mawhorter, Peter and Zegura, Carmen and Gray, Alex and Jhala, Arnav and Mateas, Michael and Wardrip-Fruin, Noah}, year={2018}, month={Sep} } @inproceedings{althagafi_wu_jhala_2018, title={MIDB: A web-based film annotation tool}, volume={2321}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85062220146&partnerID=MN8TOARS}, booktitle={CEUR Workshop Proceedings}, author={Althagafi, A. and Wu, H.-Y. and Jhala, A.}, year={2018} } @inproceedings{wu_si_jhala_2018, title={Preface}, volume={2321}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85062210194&partnerID=MN8TOARS}, booktitle={CEUR Workshop Proceedings}, author={Wu, H.-Y. and Si, M. and Jhala, A.}, year={2018} } @inproceedings{guimaraes_santos_jhala_2017, title={CiF-CK: An architecture for social NPCS in commercial games}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85040013410&partnerID=MN8TOARS}, DOI={10.1109/CIG.2017.8080425}, abstractNote={We present and describe CiF-CK — a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut (CiF) architecture that represented rich social interactions between agents that included emotions, social and relationship contexts, and longer term mood. The key contribution of this work is in adapting the richness of social interactions from CiF to a first-person interaction experience and a released distribution of its implementation on the Skyrim game engine. The released modification has been successful in the player community for the popular game.}, booktitle={2017 IEEE Conference on Computational Intelligence and Games, CIG 2017}, author={Guimaraes, M. and Santos, P. and Jhala, A.}, year={2017}, pages={126–133} } @inproceedings{behrooz_jhala_2017, title={Modeling social interestingness in conversational stories}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85014951330&partnerID=MN8TOARS}, DOI={10.1145/3014812.3014880}, abstractNote={Telling stories about our daily lives is one of the most ubiquitous, consequential and seamless ways in which we socialize. Current narrative generation methods mostly require specification of a priori knowledge or comprehensive domain models, which are not generalizable across contexts. Hence, such approaches do not lend themselves well to new and unpredictable domains of observation and interaction, in which social stories usually occur. In this paper, we describe a methodology for categorizing event descriptions as being socially interesting. The event sequences are drawn from crowd-sourced Plot Graphs. The models include low-level natural language and higher-level features. The results from classification and regression tasks look promising overall, indicating that general metrics of social interestingness of stories could be modeled for sociable agents.}, booktitle={ACM International Conference Proceeding Series}, author={Behrooz, M. and Jhala, A.}, year={2017} } @inproceedings{guimaraes_santos_jhala_2017, title={Prom week meets Skyrim}, volume={3}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85046476949&partnerID=MN8TOARS}, booktitle={Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS}, author={Guimaraes, M. and Santos, P. and Jhala, A.}, year={2017}, pages={1790–1792} } @inproceedings{guimaraes_santos_jhala_2017, title={Prom week meets skyrim: Developing a social agent architecture in a commercial game}, volume={3}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85046418617&partnerID=MN8TOARS}, booktitle={Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS}, author={Guimaraes, M. and Santos, P. and Jhala, A.}, year={2017}, pages={1562–1564} } @inproceedings{summeryille_behrooz_mateas_jhala_2017, title={What does that ?-Block do? Learning latent causal affordances from mario play traces}, volume={WS-17-01 - WS-17-15}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85031928570&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Summeryille, A. and Behrooz, M. and Mateas, M. and Jhala, A.}, year={2017}, pages={991–998} } @inproceedings{santarra_jhala_2016, title={Adapting plans through communication with unknown teammates}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85014133684&partnerID=MN8TOARS}, booktitle={Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS}, author={Santarra, T. and Jhala, A.}, year={2016}, pages={1526–1527} } @inproceedings{santarra_jhala_2016, title={Communicating intentions for coordination with unknown teammates}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85014233006&partnerID=MN8TOARS}, booktitle={Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS}, author={Santarra, T. and Jhala, A.}, year={2016}, pages={1423–1424} } @inproceedings{sarratt_jhala_2016, title={Policy communication for coordination with unknown teammates}, volume={WS-16-01 - WS-16-15}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85021898504&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Sarratt, T. and Jhala, A.}, year={2016}, pages={567–573} } @inproceedings{martens_summerville_mateas_osborn_harmon_wardrip-fruin_jhala_2016, title={Proceduralist readings, procedurally}, volume={WS-16-21 - WS-16-23}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85021886472&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Martens, C. and Summerville, A. and Mateas, M. and Osborn, J. and Harmon, S. and Wardrip-Fruin, N. and Jhala, A.}, year={2016}, pages={53–59} } @inproceedings{sarratt_jhala_2015, title={RAPID: A belief convergence strategy for collaborating with inconsistent agents}, volume={WS-15-11}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84964587802&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Sarratt, T. and Jhala, A.}, year={2015}, pages={23–28} } @inbook{behrooz_swanson_jhala_2015, title={Remember That Time? Telling Interesting Stories from Past Interactions}, volume={9445}, ISBN={9783319270357 9783319270364}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-319-27036-4_9}, DOI={10.1007/978-3-319-27036-4_9}, abstractNote={Sociability is a human trait that plays a central part in relationships over time. Today, humans are increasingly in long-term interactions with intelligent agents, which have proven most useful when they are sociable. Such sociability requires the agent to remember and appropriately refer to past interactions. A common way in which humans refer to their past interactions and collaborations is through storytelling. Such stories, often abbreviated, include a small set of interesting and extraordinary events. We propose the design, development and preliminary evaluation of a generic computational architecture for finding and retelling such interesting event sequences. Our system mines interesting interaction episodes in a corpus of prior interactions. Initial evaluation of interactions selected by the system for retelling are encouraging. A future goal of the research is to support collaborative composition of stories about prior interactions between humans and agents in a mixed-initiative framework to produce interesting retellings.}, booktitle={Interactive Storytelling}, publisher={Springer International Publishing}, author={Behrooz, Morteza and Swanson, Reid and Jhala, Arnav}, year={2015}, pages={93–104} } @article{albrecht_barreto_braziunas_buckeridge_cuayáhuitl_dethlefs_endres_farahmand_fox_frommberger_et al._2015, title={Reports of the AAAI 2014 conference workshops}, volume={36}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84927159137&partnerID=MN8TOARS}, number={1}, journal={AI Magazine}, author={Albrecht, S.V. and Barreto, A.M.S. and Braziunas, D. and Buckeridge, D.L. and Cuayáhuitl, H. and Dethlefs, N. and Endres, M. and Farahmand, A.-M. and Fox, M. and Frommberger, L. and et al.}, year={2015}, pages={87–98} } @inbook{harmon_jhala_2015, title={Revisiting Computational Models of Creative Storytelling Based on Imaginative Recall}, volume={9445}, ISBN={9783319270357 9783319270364}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-319-27036-4_16}, DOI={10.1007/978-3-319-27036-4_16}, abstractNote={Certain story generation systems consider the processes of imaginative recall and adaptation as central to human creativity in storytelling. Researchers have recently compared the output of these systems through the lens of Boden’s types of creativity [9]. This comparison highlights the contribution of predefined structures to story predictability, which influences perceived creativity. We revisit the connection between knowledge structures and story predictability, and compare Minstrel’s use of knowledge structures versus the use of Story Intention Graphs (SIGs) as the underlying case frames. Semantic information encoded in the SIG produces coherent stories and retains the imaginative recall and generalization aspect of Minstrel’s creative process. Mapping knowledge structures to SIGs enables the use of a common representation that is directly connected to surface realization. This opens up the performative aspect of creativity that does not come out in templated text outputs.}, booktitle={Interactive Storytelling}, publisher={Springer International Publishing}, author={Harmon, Sarah and Jhala, Arnav}, year={2015}, pages={170–178} } @inproceedings{sarratt_jhala_2015, title={Tuning belief revision for coordination with inconsistent teammates}, volume={2015-November}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-85014286034&partnerID=MN8TOARS}, booktitle={Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2015}, author={Sarratt, T. and Jhala, A.}, year={2015}, pages={177–183} } @inproceedings{alston_jhala_2014, title={Automating camera control in games using gaze}, volume={WS-14-06}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974817401&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Alston, C. and Jhala, A.}, year={2014}, pages={7–13} } @inproceedings{sarratt_pynadath_jhala_2014, title={Converging to a player model in Monte-Carlo Tree Search}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84910070055&partnerID=MN8TOARS}, DOI={10.1109/CIG.2014.6932881}, abstractNote={Player models allow search algorithms to account for differences in agent behavior according to player's preferences and goals. However, it is often not until the first actions are taken that an agent can begin assessing which models are relevant to its current opponent. This paper investigates the integration of belief distributions over player models in the Monte-Carlo Tree Search (MCTS) algorithm. We describe a method of updating belief distributions through leveraging information sampled during the MCTS. We then characterize the effect of tuning parameters of the MCTS to convergence of belief distributions. Evaluation of this approach is done in comparison with value iteration for an iterated version of the prisoner's dilemma problem. We show that for a sufficient quantity of iterations, our approach converges to the correct model faster than the same model under value iteration.}, booktitle={IEEE Conference on Computatonal Intelligence and Games, CIG}, author={Sarratt, T. and Pynadath, D.V. and Jhala, A.}, year={2014} } @inproceedings{sarratt_morgens_jhala_2014, title={Domain-specific sentiment classification for games-related tweets}, volume={WS-14-17}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974816757&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Sarratt, T. and Morgens, S.-M. and Jhala, A.}, year={2014}, pages={32–34} } @inproceedings{morgens_jhala_2014, title={EduCam: Cinematic vocabulary for educational videos}, volume={WS-14-06}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974817717&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Morgens, S.-M. and Jhala, A.}, year={2014}, pages={57–60} } @inproceedings{maltzahn_jhala_mateas_whitehead_2014, title={Gamification of private digital data archive management}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84899793632&partnerID=MN8TOARS}, DOI={10.1145/2594776.2594783}, abstractNote={The super-exponential growth of digital data world-wide is matched by personal digital archives containing songs, ebooks, audio books, photos, movies, textual documents, and documents of other media types. For many types of media it is usually a lot easier to add items than to keep archives from falling into disarray and incurring data loss. The overhead of maintaining these personal archives frequently surpasses the time and patience their owners are willing to dedicate to this important task. The promise of gamification in this context is to significantly extend the willingness to maintain personal archives by enhancing the experience of personal archive management. In this paper we focus on a subcategory of personal archives which we call private archives. These are archives that for a variety of reasons the owner does not want to make available online and which consequently limits archive maintenance to an individual activity and does not allow any form of crowdsourcing out of fear for unwanted information leaks. As an example of private digital archive maintenance gamification we describe InfoGarden, a casual game that turns document tagging into an individual activity of (metaphorically) weeding a garden and protecting plants from gophers and includes a reward system that encourages orthogonal tag usage. The paper concludes with lessons learned and summarizes remaining challenges.}, booktitle={ACM International Conference Proceeding Series}, author={Maltzahn, C. and Jhala, A. and Mateas, M. and Whitehead, J.}, year={2014}, pages={33–37} } @inproceedings{sarratt_jhala_2014, title={Leveraging communication for player modeling and cooperative play}, volume={WS-14-19}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974830954&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Sarratt, T. and Jhala, A.}, year={2014}, pages={14–17} } @inproceedings{zhang_jhala_2014, title={Mid-scale shot classification for detecting narrative transitions in movie clips}, volume={WS-14-06}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974777472&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Zhang, B. and Jhala, A.}, year={2014}, pages={64–71} } @inproceedings{bates_jhala_2014, title={Multi-modal analysis of movies for rhythm extraction}, volume={WS-14-06}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974856015&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Bates, D. and Jhala, A.}, year={2014}, pages={14–17} } @inproceedings{leece_jhala_2014, title={Opponent state modeling in RTS games with limited information using Markov random fields}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84910070176&partnerID=MN8TOARS}, DOI={10.1109/CIG.2014.6932877}, abstractNote={One of the critical problems in adversarial and imperfect information domains is modeling an opponent's state from the information available to the acting agent. In the domain of real time strategy games, this information consists of the portion of the map and enemy units visible to the agent at any given point in the match. From this, we wish to infer the true values of the opponent's state, to inform both current actions and planning ahead. We present a graphical model for opponent modeling in StarCraft: Brood War that uses observed quantities to infer distributions for unseen features. We train and test this model using replays of professional play, and show that our results improve upon prior work. In addition, we present a new metric for measuring aggregate performance of a model within this domain. Finally, we consider possible use cases and extensions for this model.}, booktitle={IEEE Conference on Computatonal Intelligence and Games, CIG}, author={Leece, M. and Jhala, A.}, year={2014} } @inproceedings{horswill_jhala_dill_orkin_shaker_si_sturtevant_young_2014, title={Preface}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84916910001&partnerID=MN8TOARS}, booktitle={Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014}, author={Horswill, I. and Jhala, A. and Dill, K. and Orkin, J. and Shaker, N. and Si, M. and Sturtevant, N. and Young, R.M.}, year={2014}, pages={xiii-xiv} } @inproceedings{leece_jhala_2014, title={Sequential Pattern mining in StarCraft:Brood War for short and long-term goals}, volume={WS-14-15}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84974846142&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Leece, M. and Jhala, A.}, year={2014}, pages={8–13} } @inproceedings{gomes_jhala_2013, title={AI authoring for virtual characters in conflict}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84916941876&partnerID=MN8TOARS}, booktitle={Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013}, author={Gomes, P. and Jhala, A.}, year={2013}, pages={135–141} } @inproceedings{maraffi_ishikawa_jhala_2013, title={Inferring performer skill from aesthetic quality features in a dance game gesture corpus}, volume={WS-13-19}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84898846949&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Maraffi, C. and Ishikawa, S. and Jhala, A.}, year={2013}, pages={17–24} } @inbook{gomes_paiva_martinho_jhala_2013, title={Metrics for Character Believability in Interactive Narrative}, volume={8230 LNCS}, ISBN={9783319027555 9783319027562}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-319-02756-2_27}, DOI={10.1007/978-3-319-02756-2_27}, abstractNote={The concept of character believability is often used in interactive narrative research hypothesis. In this paper we define believability metrics using perceived believability dimensions and discuss how they can be accessed. The proposed dimensions are: behavior coherence, change with experience, awareness, behavior understandability, personality, visual impact, predictability, social and emotional expressiveness.}, booktitle={Interactive Storytelling}, publisher={Springer International Publishing}, author={Gomes, Paulo and Paiva, Ana and Martinho, Carlos and Jhala, Arnav}, year={2013}, pages={223–228} } @inproceedings{leece_jhala_2013, title={Reinforcement learning for spatial reasoning in strategy games}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84916931832&partnerID=MN8TOARS}, booktitle={Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013}, author={Leece, M. and Jhala, A.}, year={2013}, pages={156–162} } @inproceedings{morgens_jhala_2013, title={Synthetic photographs for learning aesthetic preferences}, volume={WS-13-17}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84898902152&partnerID=MN8TOARS}, booktitle={AAAI Workshop - Technical Report}, author={Morgens, S.-M. and Jhala, A.}, year={2013}, pages={83–85} } @article{riedl_sukthankar_jhala_zhu_ontanón_buro_churchill_2013, title={The eighth AAAI conference on artificial intelligence and interactive digital entertainment}, volume={34}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84876194291&partnerID=MN8TOARS}, number={1}, journal={AI Magazine}, author={Riedl, M. and Sukthankar, G. and Jhala, A. and Zhu, J. and Ontanón, S. and Buro, M. and Churchill, D.}, year={2013}, pages={87–89} } @inproceedings{karpouzis_yannakakis_paiva_nielsen_vasalou_jhala_2013, title={User modelling and adaptive, natural interaction for conflict resolution}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84893286100&partnerID=MN8TOARS}, DOI={10.1109/ACII.2013.131}, abstractNote={Modern school environments are usually populated with children from diverse ethnic, cultural and social backgrounds, bringing in different social norms and skills, diverse behaviours and often contradicting cooperation strategies. As a result, conflicts are inevitable and should be resolved as quickly and painlessly as possible, making sure that school life and the learning process continue as intended. The Siren serious game aims to educate 10-14 year old students on conflict management and resolution, presenting them with user- and culture-adaptive mini game scenarios, based on popular game genres and taking into account their affective expressivity and in-game behaviour to adjust the intensity of the conflict to better suit their needs and competencies.}, booktitle={Proceedings - 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, ACII 2013}, author={Karpouzis, K. and Yannakakis, G. and Paiva, A. and Nielsen, J.H. and Vasalou, A. and Jhala, A.}, year={2013}, pages={719–721} } @inproceedings{componation_collopy_reed_shapiro_jhala_2012, title={Development of a research agenda to explore value-based software design}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883343870&partnerID=MN8TOARS}, booktitle={Annual International Conference of the American Society for Engineering Management 2012, ASEM 2012 - Agile Management: Embracing Change and Uncertainty in Engineering Management}, author={Componation, P.J. and Collopy, P.D. and Reed, G.S. and Shapiro, D. and Jhala, A.}, year={2012}, pages={820–830} } @inproceedings{weber_mateas_jhala_2012, title={Learning from demonstration for goal-driven autonomy}, volume={2}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84868271383&partnerID=MN8TOARS}, booktitle={Proceedings of the National Conference on Artificial Intelligence}, author={Weber, B.G. and Mateas, M. and Jhala, A.}, year={2012}, pages={1176–1182} } @inproceedings{swanson_escoffery_jhala_2012, title={Learning visual composition preferences from an annotated corpus generated through gameplay}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84871965253&partnerID=MN8TOARS}, DOI={10.1109/CIG.2012.6374178}, abstractNote={This paper describes a game called Panorama, designed to facilitate data collection to study visual composition preferences. Design considerations for Panorama, implementation of composition rules, and data collection for an experiment to learn individual and collective preferences is described. Images taken through gameplay in Panorama are automatically scored for composition quality and contribute to a corpus of domain-specific virtual photographs annotated by visual features and scores. Scores in Panorama represent rules of good composition from photography textbooks. In the current version, Panorama scores photographs along balance, thirds alignment, symmetry, and spacing dimensions. Pairwise preference rankings are collected on images from this corpus through crowd-sourcing. Results are presented from data on relative pairwise rankings on the images to learn individual as well as general composition preferences over features annotated in Panorama images. This work seeks to extend the ability of AI systems to learn and reason about high-level aesthetic features of photographs that could be utilized for various procedural camera control and aesthetic layout algorithms in video games.}, booktitle={2012 IEEE Conference on Computational Intelligence and Games, CIG 2012}, author={Swanson, R. and Escoffery, D. and Jhala, A.}, year={2012}, pages={363–370} } @article{bulitko_riedl_jhala_buro_sturtevant_2012, title={Recap of the seventh AAAI conference on artificial intelligence and interactive digital entertainment (AIIDE)}, volume={33}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84861388567&partnerID=MN8TOARS}, DOI={10.1609/aimag.v33i1.2399}, abstractNote={The Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held from October 11–14, 2011, on the campus of Stanford University near Palo Alto, California. The conference featured a research track, an industry track, a demo program, and three one-day workshops. This report summarizes the conference and related activities.}, number={1}, journal={AI Magazine}, author={Bulitko, V. and Riedl, M. and Jhala, A. and Buro, M. and Sturtevant, N.}, year={2012}, pages={51–54} } @inbook{swanson_jhala_2012, title={Rich Computational Model of Conflict for Virtual Characters}, ISBN={9783642331961 9783642331978}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-642-33197-8_59}, DOI={10.1007/978-3-642-33197-8_59}, abstractNote={Rich interactions with virtual characters in narrative-based environments can be enabled by providing characters with representation of parameters for reasoning about various types of conflict. This paper proposes a model of conflict that includes mechanics, context, and dynamics of conflict scenarios. This model extends and reconciles prior work on conflict management from various disciplines. This model complements task-oriented conflicts that are implemented in current agent architectures and seeks to motivate exploration to a new design space of possible conflict situations. This work is based on initial analysis of a corpus of conflict scenarios annotated with personality profiles and resolution strategies. This annotated corpus is made available to the community for further research on conflict.}, booktitle={Intelligent Virtual Agents}, publisher={Springer Berlin Heidelberg}, author={Swanson, Reid and Jhala, Arnav}, year={2012}, pages={502–504} } @book{swanson_jhala_2012, title={Rich computational model of conflict for virtual characters}, volume={7502 LNAI}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84867499673&partnerID=MN8TOARS}, DOI={10.1007/978-3-642-33197-8-59}, journal={Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}, author={Swanson, R. and Jhala, A.}, year={2012}, pages={502–504} } @inproceedings{chen_duensing_kong_jhala_wardrip-fruin_mateas_2012, title={RoleModelVis: A visualization of logical story models}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883084862&partnerID=MN8TOARS}, booktitle={Proceedings of the 8th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2012}, author={Chen, S. and Duensing, A. and Kong, P. and Jhala, A. and Wardrip-Fruin, N. and Mateas, M.}, year={2012}, pages={198–199} } @inproceedings{karpouzis_yannakakis_paiva_nielsen_vasalou_jhala_2012, title={User modelling and adaptive, natural interaction for conflict resolution}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84867002387&partnerID=MN8TOARS}, DOI={10.1109/ICALT.2012.234}, abstractNote={Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate young people on how to resolve conflicts, by employing affect-aware, user- and cultural adaptivity to provide interesting and relevant conflict scenarios and resolution approaches.}, booktitle={Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, ICALT 2012}, author={Karpouzis, K. and Yannakakis, G. and Paiva, A. and Nielsen, J.H. and Vasalou, A. and Jhala, A.}, year={2012}, pages={692–693} } @inproceedings{weber_mateas_jhala_2011, title={A particle model for state estimation in real-time strategy games}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84871961742&partnerID=MN8TOARS}, booktitle={Proceedings of the 7th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2011}, author={Weber, B.G. and Mateas, M. and Jhala, A.}, year={2011}, pages={103–108} } @inproceedings{weber_mateas_jhala_2011, title={Building human-level AI for real-time strategy games}, volume={FS-11-01}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84856478459&partnerID=MN8TOARS}, booktitle={AAAI Fall Symposium - Technical Report}, author={Weber, B.G. and Mateas, M. and Jhala, A.}, year={2011}, pages={329–336} } @inbook{jhala_young_2011, title={Intelligent Machinima Generation for Visual Storytelling}, ISBN={9781441981875 9781441981882}, url={http://dx.doi.org/10.1007/978-1-4419-8188-2_7}, DOI={10.1007/978-1-4419-8188-2_7}, booktitle={Artificial Intelligence for Computer Games}, publisher={Springer New York}, author={Jhala, Arnav and Young, R. Michael}, year={2011}, pages={151–170} } @inproceedings{weber_john_mateas_jhala_2011, title={Modeling player retention in Madden NFL 11}, volume={2}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-80055032087&partnerID=MN8TOARS}, booktitle={Proceedings of the National Conference on Artificial Intelligence}, author={Weber, B.G. and John, M. and Mateas, M. and Jhala, A.}, year={2011}, pages={1701–1706} } @inbook{maraffi_jhala_2011, title={Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games}, volume={7069 LNCS}, ISBN={9783642252884 9783642252891}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-642-25289-1_39}, DOI={10.1007/978-3-642-25289-1_39}, abstractNote={We define a Performatology approach as combining performing arts theory with AI to design Performative Embodied Agents (PEAs) that simulate skilled acting. Our position is that NPC characters for interactive drama, in the traditions of theater and cinema, should be animated by agent behavior modeled on the physical acting of live performers. We propose that agent behavior problems related to generating embodied fictive characterizations are at least in part gestural acting problems that have been addressed in the arts domain. Actors, puppeteers, and animators have successfully portrayed fictive characters that are both believable and appealing to audiences, and therefore similar agent generated characters should attempt to simulate their techniques.}, booktitle={Interactive Storytelling}, publisher={Springer Berlin Heidelberg}, author={Maraffi, Chris Topher and Jhala, Arnav}, year={2011}, pages={322–325} } @inproceedings{weber_mateas_jhala_2010, title={Applying goal-driven autonomy to starcraft}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84867392807&partnerID=MN8TOARS}, booktitle={Proceedings of the 6th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2010}, author={Weber, B.G. and Mateas, M. and Jhala, A.}, year={2010}, pages={101–106} } @article{jhala_young_2010, title={Cinematic Visual Discourse: Representation, Generation, and Evaluation}, volume={2}, ISSN={1943-068X 1943-0698}, url={http://dx.doi.org/10.1109/tciaig.2010.2046486}, DOI={10.1109/TCIAIG.2010.2046486}, abstractNote={In this paper, we present the design, implementation, and evaluation of an end-to-end camera planning system called Darshak. Darshak automatically constructs cinematic narrative discourse of a given story in a 3-D virtual environment. It utilizes a hierarchical partial-order causal link (POCL) planning algorithm to generate narrative plans that contain story events and camera directives for filming them. Dramatic situation patterns, commonly used by writers of fictional narratives, are formalized as communicative plan operators that provide a basis for structuring the cinematic content of the story's visualization. The dramatic patterns are realized through abstract communicative operators that represent operations on a viewer's beliefs about the story and its telling. Camera shot compositions and transitions are defined in this plan-based framework as execution primitives. Darshak's performance is evaluated through a novel user study based on techniques used to evaluate existing cognitive models of narrative comprehension. Initial study reveals significant effect of the choice of visualization strategies on measured viewer comprehension. It further shows significant effect of Darshak's choice of visualization strategy on comprehension.}, number={2}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={Jhala, Arnav and Young, R Michael}, year={2010}, month={Jun}, pages={69–81} } @inproceedings{michael youngblood_bulitko_dill_jhala_schwab_riedl_2010, title={Preface}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883114702&partnerID=MN8TOARS}, booktitle={Proceedings of the 6th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2010}, author={Michael Youngblood, G. and Bulitko, V. and Dill, K. and Jhala, A. and Schwab, B. and Riedl, M.O.}, year={2010} } @inproceedings{weber_mawhorter_mateas_jhala_2010, title={Reactive planning idioms for multi-scale game AI}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-80051922886&partnerID=MN8TOARS}, DOI={10.1109/ITW.2010.5593363}, abstractNote={Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously controlling individual units in battle. We advocate reactive planning as a powerful technique for building multi-scale game AI and demonstrate that it enables the specification of complex, real-time agents in a unified agent architecture. We present several idioms used to enable authoring of an agent that concurrently pursues strategic and tactical goals, and an agent for playing the real-time strategy game StarCraft that uses these design patterns.}, booktitle={Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG2010}, author={Weber, B.G. and Mawhorter, P. and Mateas, M. and Jhala, A.}, year={2010}, pages={115–122} } @inproceedings{chen_smith_jhala_wardrip-fruin_mateas_2010, title={RoleModel: Towards a formal model of dramatic roles for story generation}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-77955114051&partnerID=MN8TOARS}, DOI={10.1145/1822309.1822326}, abstractNote={RoleModel is a novel story generator organized around explicit formal models of character roles. RoleModel expands the expressiveness of stories generated from arbitrary partial domain specification by using a formal model of roles within an abductive logic programming framework. Authorial goals in the system can be fully or partially specified as constraints in an abductive logic program. In particular, the RoleModel system focuses on representing and satisfying role constraints of the story characters. This paper discusses the basic architecture for the RoleModel approach, demonstrates example output from the system through three use-cases, discusses the authorial expressiveness enabled by a "stageless" abductive logic approach to story generation, and proposes the current and future directions.}, booktitle={Proceedings of the Intelligent Narrative Technologies III Workshop, INT3 '10}, author={Chen, S. and Smith, A.M. and Jhala, A. and Wardrip-Fruin, N. and Mateas, M.}, year={2010} } @inproceedings{yannakakis_togelius_khaled_jhala_karpouzis_paiva_vasalou_2010, title={Siren: Towards adaptive serious games for teaching conflict resolution}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-80053103561&partnerID=MN8TOARS}, booktitle={4th European Conference on Games Based Learning 2010, ECGBL 2010}, author={Yannakakis, G. and Togelius, J. and Khaled, R. and Jhala, A. and Karpouzis, K. and Paiva, A. and Vasalou, A.}, year={2010}, pages={412–417} } @article{yannakakis_martínez_jhala_2010, title={Towards affective camera control in games}, volume={20}, ISSN={0924-1868 1573-1391}, url={http://dx.doi.org/10.1007/s11257-010-9078-0}, DOI={10.1007/s11257-010-9078-0}, abstractNote={Information about interactive virtual environments, such as games, is perceived by users through a virtual camera. While most interactive applications let users control the camera, in complex navigation tasks within 3D environments users often get frustrated with the interaction. In this paper, we propose inclusion of camera control as a vital component of affective adaptive interaction in games. We investigate the impact of camera viewpoints on psychophysiology of players through preference surveys collected from a test game. Data is collected from players of a 3D prey/predator game in which player experience is directly linked to camera settings. Computational models of discrete affective states of fun, challenge, boredom, frustration, excitement, anxiety and relaxation are built on biosignal (heart rate, blood volume pulse and skin conductance) features to predict the pairwise self-reported emotional preferences of the players. For this purpose, automatic feature selection and neuro-evolutionary preference learning are combined providing highly accurate affective models. The performance of the artificial neural network models on unseen data reveals accuracies of above 80% for the majority of discrete affective states examined. The generality of the obtained models is tested in different test-bed game environments and the use of the generated models for creating adaptive affect-driven camera control in games is discussed.}, number={4}, journal={User Modeling and User-Adapted Interaction}, publisher={Springer Science and Business Media LLC}, author={Yannakakis, Georgios N. and Martínez, Héctor P. and Jhala, Arnav}, year={2010}, month={Oct}, pages={313–340} } @inproceedings{pérez martínez_jhala_yannakakis_2009, title={Analyzing the impact of camera viewpoint on player psychophysiology}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84868184019&partnerID=MN8TOARS}, DOI={10.1109/ACII.2009.5349592}, abstractNote={Information about interactive virtual environments, such as games, is perceived by users through a virtual camera. While most interactive applications let the users control the camera, in complex navigation tasks within 3D environments users often get frustrated with the interaction. In this paper, we motivate for the inclusion of camera control as a vital component of affective adaptive interaction in games and investigate the impact of camera viewpoints on psy-chophysiology of players through an evaluation game survey experiment. The statistical analysis presented demonstrates that emotional responses and physiological indexes are affected by camera settings.}, booktitle={Proceedings - 2009 3rd International Conference on Affective Computing and Intelligent Interaction and Workshops, ACII 2009}, author={Pérez Martínez, H. and Jhala, A. and Yannakakis, G.N.}, year={2009} } @inproceedings{burelli_jhala_2009, title={CamOn: A real-time autonomous camera control system}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883057908&partnerID=MN8TOARS}, booktitle={Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009}, author={Burelli, P. and Jhala, A.}, year={2009}, pages={187–188} } @inproceedings{jhala_van velsen_2009, title={Challenges in development and design of interactive narrative authoring systems, a panel}, volume={SS-09-06}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-70350545919&partnerID=MN8TOARS}, booktitle={AAAI Spring Symposium - Technical Report}, author={Jhala, A. and Van Velsen, M.}, year={2009}, pages={64–66} } @inbook{jhala_young_2009, title={Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension}, volume={5915 LNCS}, ISBN={9783642106422 9783642106439}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-642-10643-9_6}, DOI={10.1007/978-3-642-10643-9_6}, abstractNote={Computational storytelling systems have mainly focused on the construction and evaluation of textual discourse for communicating stories. Few intelligent camera systems have been built in 3D environments for effective visual communication of stories. The evaluation of effectiveness of these systems, if any, has focused mainly on the run-time performance of the camera placement algorithms. The purpose of this paper is to present a systematic cognitive-based evaluation methodology to compare effects of different cinematic visualization strategies on viewer comprehension of stories. In particular, an evaluation of automatically generated visualizations from Darshak, a cinematic planning system, against different hand-generated visualization strategies is presented. The methodology used in the empirical evaluation is based on QUEST, a cognitive framework for question-answering in the context of stories, that provides validated predictors for measuring story coherence in readers. Data collected from viewers, who watch the same story renedered with three different visualization strategies, is compared with QUEST’s predictor metrics. Initial data analysis establishes significant effect on choice of visualization strategy on story comprehension. It further shows a significant effect of visualization strategy selected by Darshak on viewers’ measured story coherence.}, booktitle={Interactive Storytelling}, publisher={Springer Berlin Heidelberg}, author={Jhala, Arnav and Young, R. Michael}, year={2009}, pages={26–37} } @inproceedings{burelli_jhala_2009, title={Dynamic artificial potential fields for autonomous camera control}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883057112&partnerID=MN8TOARS}, booktitle={Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009}, author={Burelli, P. and Jhala, A.}, year={2009}, pages={8–13} } @inproceedings{jhala_young_2009, title={Evaluation of intelligent camera control systems based on cognitive models of comprehension}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-77953593981&partnerID=MN8TOARS}, DOI={10.1145/1536513.1536569}, abstractNote={We propose a novel evaluation methodology for intelligent camera control systems based on established techniques of measuring story comprehension from cognitive psychology. The proposed methodology can be used specifically for evaluating the effectiveness of the camera system in communicating the story. We introduce a psychological model of question answering called QUEST and present a preliminary evaluation design of videos automatically generated by Darshak, an intelligent cinematic camera planning system. Initial results from our analysis are encouraging and motivate further work in evaluation of intelligent camera control systems as well as cognitive models of story comprehension through the visual medium.}, booktitle={FDG 2009 - 4th International Conference on the Foundations of Digital Games, Proceedings}, author={Jhala, A. and Young, R.M.}, year={2009}, pages={327–328} } @inproceedings{jhala_schwartz_mart?inez_yannakakis_2009, title={Investigating the interplay between camera viewpoints, game information, and challenge}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84883119479&partnerID=MN8TOARS}, booktitle={Proceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009}, author={Jhala, A. and Schwartz, M. and Mart?inez, H.P. and Yannakakis, G.}, year={2009}, pages={52–57} } @inproceedings{drachen_yannakakis_jhala_hitchens_2009, title={Towards data-driven drama management: Issues in data collection and annotation}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84873387529&partnerID=MN8TOARS}, booktitle={Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009}, author={Drachen, A. and Yannakakis, G. and Jhala, A. and Hitchens, M.}, year={2009} } @inproceedings{cheong_jhala_bae_young_2008, title={Automatically generating summary visualizations from game logs}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-84858960339&partnerID=MN8TOARS}, booktitle={Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008}, author={Cheong, Y.-G. and Jhala, A. and Bae, B.-C. and Young, R.M.}, year={2008}, pages={167–172} } @inbook{jhala_2008, title={Exploiting Structure and Conventions of Movie Scripts for Information Retrieval and Text Mining}, volume={5334 LNCS}, ISBN={9783540894247 9783540894544}, ISSN={0302-9743 1611-3349}, url={http://dx.doi.org/10.1007/978-3-540-89454-4_27}, DOI={10.1007/978-3-540-89454-4_27}, abstractNote={Movie scripts are documents that describe the story, stage direction for actors and camera, and dialogue. Script writers, directors, and cinematographers have standardized the format and language that is used in script writing. Scripts contain a wealth of information about narrative patterns, character direction, blocking, and camera control that can be extracted for various applications in interactive storytelling. In this short paper, we propose the creation of an automatically annotated corpus of movie scripts and describe our initial efforts in automating script annotation. We first describe the parts of a movie script that can be automatically annotated and then describe the use of an existing language processing toolkit to automatically annotate specific parts of a movie script.}, booktitle={Interactive Storytelling}, publisher={Springer Berlin Heidelberg}, author={Jhala, Arnav}, year={2008}, pages={210–213} } @inproceedings{jhala_rawls_munilla_young_2008, title={Longboard: A sketch based intelligent storyboarding tool for creating machinima}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-55849084267&partnerID=MN8TOARS}, booktitle={Proceedings of the 21th International Florida Artificial Intelligence Research Society Conference, FLAIRS-21}, author={Jhala, A. and Rawls, C. and Munilla, S. and Young, R.M.}, year={2008}, pages={386–391} } @inproceedings{jhala_2006, title={Darshak - An intelligent cinematic camera planning system}, volume={2}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-33750703153&partnerID=MN8TOARS}, booktitle={Proceedings of the National Conference on Artificial Intelligence}, author={Jhala, A.}, year={2006}, pages={1918–1919} } @inproceedings{jhala_young_2006, title={Representational requirements for a plan based approach to automated camera control}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-77955679106&partnerID=MN8TOARS}, booktitle={Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006}, author={Jhala, A. and Young, R.M.}, year={2006}, pages={36–41} } @inproceedings{jhala_young_2005, title={A discourse planning approach to cinematic camera control for narratives in virtual environments}, volume={1}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-29344452737&partnerID=MN8TOARS}, booktitle={Proceedings of the National Conference on Artificial Intelligence}, author={Jhala, A. and Young, R.M.}, year={2005}, pages={307–312} } @inproceedings{jhala_bares_young_2005, title={Towards an intelligent storyboarding tool for 3D games}, volume={265}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-77953502013&partnerID=MN8TOARS}, DOI={10.1145/1178477.1178551}, abstractNote={We present an intelligent storyboarding tool that takes as an input abstract annotated action specification to generate camera actions and geometric constraints for executing as a dynamic storyboard.}, booktitle={ACM International Conference Proceeding Series}, author={Jhala, A. and Bares, W. and Young, R.M.}, year={2005}, pages={367–368} } @inproceedings{gordon_van lent_van velsen_carpenter_jhala_2004, title={Branching storylines in virtual reality environments for leadership development}, url={http://www.scopus.com/inward/record.url?eid=2-s2.0-9444283150&partnerID=MN8TOARS}, booktitle={Proceedings of the National Conference on Artificial Intelligence}, author={Gordon, A. and Van Lent, M. and Van Velsen, M. and Carpenter, P. and Jhala, A.}, year={2004}, pages={844–851} }