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Improving Interpersonal Skills Using Social Dialogues

Improving Interpersonal Skills Using Social Dialogues. Jana Paz úriková 3.3.2010, PeWe Mgr. Jozef Tvarožek. T he problem. The idea. a “strategic” computer game of “finding” your dream person. Game play – Overview. Turn-based game of decision making Turn = Exchange of benefits

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Improving Interpersonal Skills Using Social Dialogues

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  1. Improving Interpersonal Skills Using Social Dialogues Jana Pazúriková 3.3.2010, PeWe Mgr. Jozef Tvarožek

  2. The problem

  3. The idea • a “strategic” computer game of “finding” your dream person

  4. Game play – Overview • Turn-based game of decision making • Turn = Exchange of benefits • Social Exchange Framework: • Actors who exchange • Resources exchanged • Social structures within which exchange relationships develop

  5. Game play (2) – Actors • Simplified social exchange • Actor model: characteristics <-1,1> • sociability, activity, altruism, reliability, self-confidence, stability, eagerness, awareness, reciprocity, intimacy, attractiveness, love, fellowship, fun, fulfillment, hobbies… • Need: value < 0 ... Plenty: value > 0

  6. Game play (3) – Exchanges • Exchange model: playing tennis, hanging out,pub, shopping, movie night, party, part-time job, music band, phone call, chat, watching TV, playing computer games, … • Negotiated transactions: Initiation → Transaction • Reciprocal transactions: Initiated by a beneficiary act • Input: persons' characteristics, activity parameters, random • Output: update persons' characteristics • How to do that?

  7. Game play (4) – Modes • 1. Campaign • Pre-generated social structures • Subset of person characteristics • 2. Skirmish • Random social structure • Random subset of person characteristics • Cold start: Describe your dream person.

  8. Dialogs • text-based, menu-driven • occur as • negotiation of an activity • social dialog • representation • acyclic graph • vertex – sentence • oriented weighted edge – connection

  9. system 21 – Janka, hi, nice to see you again. 22 – Hello. 23 – Hi, I’ve to go. Bye. 24 – Leave me alone, please. 41 – Thanks  I’m fine. And you? 42 – I’m OK. How are you? 43 – Well, math homework is killing me. 44 – Sure, finally sunny. 45 – I’m all right. user 11 – Hi, Danka. 31 – You look great today. How are you? 32 – You, too. How are you? 33 – How are you? 34 – Nice weather, isn’t it? 35 – Bye.

  10. Weights • probability of progressing this way in real-world dialog • calculated by neuro-fuzzy system • input – person’s and relationship’s characteristics • continue with highest probability edge • effect on person’s characteristics • manually assigned by domain expert • maximize positive effect • longest path problem

  11. Tool for widening graph • neuro-fuzzy system • add new vertex • determine rules • define test set ??? • run learning algorithm • longest-path algorithm • add new vertex • define the effect on characteristics

  12. Summary • Turn-based single player strategic game • Simplified social exchange model • Social life simulation – with activities and dialog builds and maintain the relationship • Tool for domain experts

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