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A Common Ground for Virtual Humans:

A Common Ground for Virtual Humans:. Using an Ontology in a Natural Language Oriented Virtual Human Architecture. Arno Hartholt (ICT), Thomas Russ (ISI), David Traum (ICT), Eduard Hovy (ISI), Susan Robinson (ICT) 05/30/2008. Overview. Virtual Humans Project Challenge

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A Common Ground for Virtual Humans:

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  1. A Common Ground for Virtual Humans: Using an Ontology in a Natural Language Oriented Virtual Human Architecture Arno Hartholt (ICT), Thomas Russ (ISI), David Traum (ICT), Eduard Hovy (ISI), Susan Robinson (ICT) 05/30/2008

  2. Overview • Virtual Humans Project • Challenge • Virtual Humans Architecture • Ontology • Conclusion • Future Work

  3. Virtual Humans Project

  4. Virtual Humans Project Natural Language Natural Language Natural Language Natural Language Reasoning and Reasoning and Knowledge Knowledge Reasoning and Reasoning and Knowledge Knowledge Dialogue Dialogue Dialogue Dialogue Emotion Emotion Representation Representation Emotion Emotion Representation Representation Conversational Conversational Natural Language Natural Language Conversational Conversational Natural Language Natural Language Minor Minor Understanding Understanding Minor Minor Understanding Understanding Characters Characters Characters Characters Virtual Virtual Virtual Virtual Natural Language Natural Language Human Human Speech Speech Natural Language Natural Language Human Human Speech Speech Generation Generation Processing Processing Generation Generation Architecture Architecture Processing Processing Architecture Architecture Non Non - - Verbal Verbal Behavior Behavior Non Non - - Verbal Verbal Behavior Behavior Behavior Behavior Animation Animation Behavior Behavior Animation Animation Sensing Sensing Non Non - - Verbal Verbal Non Non - - Verbal Verbal Sensing Sensing Non Non - - Verbal Verbal Non Non - - Verbal Verbal Behavior Behavior Behavior Behavior Behavior Behavior Behavior Behavior Understanding Understanding Generation Generation Understanding Understanding Generation Generation

  5. Challenge – Knowledge Representation • Module-specific representation • How to communicate between modules? • How to make sure translations are correct? • Uniform representation • Common understanding • Reuse • Impoverished or rich? NLU Speech Task Modeling Dialogue NLG Gesture

  6. Our Process • Multi-phase project life cycle • First, choose individual representations, suitable for the state of the art in that area • Next, bring languages closer together

  7. Emotion Reasoning Emotion Reasoning Action Planning Action Planning Interface1 Ontology1 Dialogue Management Dialogue Management Interface2 Central Interface Ontology2 Common Ontology NL Generation NL Generation Speech Synthesis Speech Synthesis Interface3 Ontology3 Gesture Generation Gesture Generation NL Understanding NL Understanding Interface4 Ontology4 Speech Recognition Speech Recognition Solution - Old and New Architecture Old architecture New architecture

  8. Knowledge Representation • Static knowledge: • Offline authoring • Social / psychological behavior • Domain knowledge • Dynamic knowledge: • Runtime • Current state / events • Communication through message protocol

  9. Virtual Humans Architecture Cognition Speech-act: statement Polarity: negative Object: market Attribute: resource Value: medical-supplies Mind Intelligent Cognitive Agent Knowledge Management Dialog and Discourse Management Emotion Model Task Planner Domain Specific Knowledge Vision Understanding Natural Language Understanding Body and Affective State Management Natural Language Generation Speech-act: statement Event: move Agent: captain Theme: clinic Domain Independent Knowledge “We have no medical supplies” Body World State Protocol Non-Verbal Behavior Generator Speech Generation Body Planning Vision Recognition Speech Recognition Smartbody Procedural Animation Planner “I want to move the clinic” Visual Game Engine Real Environment Virtual Human Human Trainee Environment

  10. Focus • Task model and NLU • Domain dependent knowledge • Strong interaction • Big authoring effort

  11. Task Model – Tasks & States

  12. Task Model - Plans

  13. Task Model - Whole

  14. Task Model - Task defTask doctor-moves { :agent doctor :theme clinic :event move :source here :destination there :instrument locals :pre {have-transport clinic-here } :add {clinic-there} :del {clinic-here} }

  15. Task Model - State defState clinic-here location clinic here <p> \ :belief true \ :initialize here \ :probability 0.8 \ :concern {doctor 20} :sim-object *none*

  16. Natural Language Understanding (NLU) <S> i want to move the clinic </S> <S>.meta.id mcsw <S>.mood declarative <S>.sem.speechact.type statement <S>.sem.modal.desire want <S>.sem.type event <S>.sem.event move <S>.sem.theme clinic <S>.sem.source here <S>.sem.destination there

  17. Natural Language Understanding (NLU) • Framebank: sets of semantic frame / utterance tuples • NLU trains on framebank • Either building frames or retrieving frames

  18. Frames Ontology Core Concepts Exporters Module 1 Module 2 uses uses Module-specific knowledge Module-specific knowledge

  19. Frames Ontology – Core Concepts event move agent captain-kirk theme clinic source market destination downtown object clinic attribute location value downtown Task: State:

  20. Frames Ontology – Task Model Task: event move agent captain-kirk theme clinic source market destination downtown pre: clinic-location-market del: clinic-location-market add: clinic-location-downtown object clinic attribute location value downtown belief false concern {doctor-perez 10} State:

  21. Frames Ontology – Natural Language mood declarative sem.speechact.type statement sem.modality.deontic must sem.polarity positive sem.type event sem.event move sem.agent captain-kirk sem.theme clinic sem.source market sem.destination downtown

  22. OWL • Hierarchy • Assertions on all levels • Automatic classification

  23. ScenarioFamily 3 ScenarioFamily 2 Scenario family 1 Scenario 3-1 Scenario 2-2 Scenario 2-1 Scenario 1-2 Scenario 1-1 ConfigurationFile ConfigurationFile Configurationfile OWL Ontology • General world knowledge • (generic actions, objects…) • Linguistic structures • Generic dialogue items Scenario- independent Ontology • Scenario actor classes • Scenario action templates • (generic preconds, effects...) • Propositions for scenario • Specific actors, locations, etc. • Sentences for scenario • Actor positions, attitudes, etc. • Simulation initialization

  24. Templates define semantics of action:Ex: One effect of a move action is that the destination will contain the thing being moved (the ‘theme’) Hierarchy allows inheritance of semantics Ontology Action Templates

  25. 2. Create instance • 3. Add details • agent • theme • source • destination 1. Select class 4. Inherit details Preconditions, effects, etc. are added automatically (and can be edited) Creating a new move action

  26. 2. Create instance • 3. Add details • semantic object • speech act • modality • addressee 1. Select class 4. Add utterance(s) Creating a new move utterance

  27. Conclusion • Multiple phase life cycle allows quick prototyping • Ontology pros • Module synchronization • Formal specification • Reuse of knowledge • Reference to data, rather than copy • Common user interface • Ontology cons • Extra learning curve • Some changes are more difficult • User interface not ideal

  28. Simpler, but limited More powerful, but complex Future Work • Extend natural language capabilities (NLG, Lexicon) • Integrating other modules • Completing consistency and integrity testing routines • Exploring using existing resources • We want to enable non-Computer Science people to author new scenarios…so we’re investigating the optimal point in the trade-off between: • Programming for Non-Experts: • Reduced, simple, scripting languages • BUT limited in functionality • Powertools for Experts: • High functionality • BUT need considerable expertise

  29. Questions Thank you

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