Socially situated planning provides one mechanism for improving the social awareness ofagents. Obviously this work isin the preliminary stages and many of the limitation and the relationship to other work could not be addressed in such a short chapter. The chief limitation, of course, is the strong commitment to de?ning social reasoning solely atthe meta-level, which restricts the subtlety of social behavior. Nonetheless, our experience in some real-world military simulation applications suggest that the approach, even in its preliminary state, is adequate to model some social interactions, and certainly extends the sta- of-the art found in traditional training simulation systems. Acknowledgments This research was funded by the Army Research Institute under contract TAPC-ARI-BR References  J. Gratch. Emile: Marshalling passions in training and education. In Proceedings of the Fourth International Conference on Autonomous Agents, pages 325–332, New York, 2000. ACM Press.  J. Gratch and R. Hill. Continous planning and collaboration for command and control in joint synthetic battlespaces. In Proceedings of the 8th Conference on Computer Generated Forces and Behavioral Representation, Orlando, FL, 1999.  B. Grosz and S. Kraus. Collaborative plans for complex group action. Arti?cial Intelli gence, 86(2):269–357, 1996.  A. Ortony, G. L. Clore, and A. Collins. The Cognitive Structure of Emotions. Cambridge University Press, 1988.  R.W.PewandA.S.Mavor,editors. Modeling Human and Organizational Behavior. National Academy Press, Washington D.C., 1998.
|Series:||Multiagent Systems, Artificial Societies, and Simulated Organizations , #3|
|Edition description:||Softcover reprint of the original 1st ed. 2002|
|Product dimensions:||6.10(w) x 9.25(h) x 0.02(d)|
Table of ContentsContributing Authors. 1. Socially Intelligent Agents: Creating Relationships with Computers and Robots; K. Dautenhahn, et al. 2. Understanding Social Intelligence; P. Persson, et al. 3. Modeling Social Relationship: An Agent Architecture for Voluntary Mutual Control; A.H. Bond. 4. Developing Agents Who can Relate to Us: Putting Agents in Our Loop via Situated Self-Creation; B. Edmonds. 5. Party Hosts and Tour Guides: Using Nonverbal Social Cues in the Design of Interface Agents to Support Human-Human Social Interaction; K. Isbister. 6. Increasing SIA Architecture Realism by Modeling and Adapting for Affect and Personality; E. Hudlicka. 7. Cooperative Interface Agents; S. Pizzutilo, et al. 8. Playing the Emotion Game with Feelix: What Can a LEGO Robot Tell Us about Emotion? L. Ca Lessons Learned; C. Breazeal. 19. Infanoid: A Babybot that Explores the Social Environment; H. Kozima. 20. Play, Dreams and Imitation in Robota; A. Billard. 21. Experiences with Sparky, a Social Robot; M. Scheeff, et al. 22. Socially Situated Planning; J. Gratch. 23. Designing for Interaction: Creating and Evaluating an Empathic Ambience in Computer Integrated Learning Environments; B. Cooper, P. Brna. 24. Me, My Character and the Others; I. Machado, A. Paiva. 25. From Pets to Storyrooms: Constructive Storytelling Systems Designed with Children, for Children; J. Montemayor, et al. 26. Socially Intelligent Agents in Educational Games; C. Conati, M. Klawe. 27. Towards Integrating Plot and Character for Interactive Drama; M. Mateas, A. Stern. 28. The Cooperative Contract in Interactive Entertainment; R.M. Young. 29. Perceptions of Self in Art and Intelligent Agents; N. Tenhaaf. 30. Multi-Agent Contact Negotiation: Knowledge and Computation Complexities; P. Faratin. 31. Challenges for Agent-Based Social Simulation of Multilateral Negotiation; S. Moss. 32. Enabling Open Agent Institutions; J.A. Rodríguez-Aguilar, C. Sierra. 33. Embodied Conversational Agents in E-Commerce Applications; H. McBreen. Index.