Semantic classification of utterances in a language-driven game

4Citations
Citations of this article
5Readers
Mendeley users who have this article in their library.
Get full text

Abstract

Artificial agents that interact with humans may find that understanding those humans’ plans and goals can improve their interactions. Ideally, humans would explicitly provide information about their plans, goals, and motivations to the agent. However, if the human is unable or unwilling to provide this informa tion then the agent will need to infer it from observed behavior. We describe a goal reasoning agent architecture that allows an agent to classify natural language utterances, hypothesize about human’s actions, and recognize their plans and goals. In this paper we focus on one module of our architecture, the Natural Language Classifier, and demonstrate its use in a multiplayer tabletop social deception game, One Night Ultimate Werewolf. Our evaluation indicates that our system can obtain reasonable performance even when the utterances are unstruc tured, deceptive, or ambiguous.

Cite

CITATION STYLE

APA

Gillespie, K., Floyd, M. W., Molineaux, M., Vattam, S. S., & Aha, D. W. (2017). Semantic classification of utterances in a language-driven game. In Communications in Computer and Information Science (Vol. 705, pp. 116–129). Springer Verlag. https://doi.org/10.1007/978-3-319-57969-6_9

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free