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Simulating socially intelligent agents in semantic virtual environments

Published online by Cambridge University Press:  01 December 2008

Francisco Grimaldo
Affiliation:
Computer Science Department, University of Valencia, Dr. Moliner 50, 46100 Burjassot, Valencia, Spain; e-mail: francisco.grimaldo@uv.es, miguel.lozano@uv.es, fernando.barber@uv.es, guillermo.vigueras@uv.es
Miguel Lozano
Affiliation:
Computer Science Department, University of Valencia, Dr. Moliner 50, 46100 Burjassot, Valencia, Spain; e-mail: francisco.grimaldo@uv.es, miguel.lozano@uv.es, fernando.barber@uv.es, guillermo.vigueras@uv.es
Fernando Barber
Affiliation:
Computer Science Department, University of Valencia, Dr. Moliner 50, 46100 Burjassot, Valencia, Spain; e-mail: francisco.grimaldo@uv.es, miguel.lozano@uv.es, fernando.barber@uv.es, guillermo.vigueras@uv.es
Guillermo Vigueras
Affiliation:
Computer Science Department, University of Valencia, Dr. Moliner 50, 46100 Burjassot, Valencia, Spain; e-mail: francisco.grimaldo@uv.es, miguel.lozano@uv.es, fernando.barber@uv.es, guillermo.vigueras@uv.es
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Abstract

The simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. On the other hand, we use the ontology to define social relations among agents within an artificial society. These relations must be taken into account in order to display socially acceptable decisions. Therefore, we have implemented a market-based social model that reaches coordination and sociability by means of task exchanges. This paper presents a multi-agent framework oriented to simulate socially intelligent characters in SVEs. The framework has been successfully tested in three-dimensional (3D) dynamic scenarios while simulating a virtual university bar, where groups of waiters and customers interact with both the objects in the scene and the other virtual agents, finally displaying complex social behaviors.

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Type
Article
Copyright
Copyright © Cambridge University Press2008
Figure 0

Figure 1 Multi-agent simulation framework

Figure 1

Figure 2 SVE core ontology and virtual bar ontology

Figure 2

Figure 3 Social ontology

Figure 3

Figure 4 Sensorial dependency tree

Figure 4

Figure 5 General and reusable operators expressed as BDI plans (a) or in STRIPS-based logic (b)

Figure 5

Table 1 Conversations to animate social agreements

Figure 6

Figure 6 Virtual university bar environment

Figure 7

Figure 7 Social relations between agents in the virtual bar

Figure 8

Figure 8 (a) Waiter specification and (b) customer specification

Figure 9

Figure 9 Examples of simulation plots: (a) maximum waiter coordination and (b) balancing efficiency and sociability

Figure 10

Figure 10 Animating interaction situations: (a) attend situation, (b) action request situation, (c) inform result situation and (d) serving situation

Figure 11

Figure 11 Customer sociability in the three-dimensional virtual university bar example

Figure 12

Figure 12 (a) Waiter Throughput and (b) number of customer social meetings

Figure 13

Figure 13 Animation results obtained for waiters

Figure 14

Table 2 Time distribution for reciprocal social waiters (time values are in seconds)