Title: APML, a Markup Language for Believable Behavior Generation
1APML, a Markup Language for Believable Behavior
Generation
- Soft computing Laboratory
- Yonsei University
- October 25, 2004
2Contents
- Introduction
- Expressing believable behaviors
- MagiCster architecture
- A markup language for behavior specification
APML - Overview of existing markup languages for
expressing human-like behavior - Defining APML tags
- Facial description language
- An example
- Conclusion
3Introduction
- Humans communicate using verbal and non-verbal
signals - Body posture, gestures, facial expressions, gaze,
intonation and prosody, and words and sentences - Embodied conversational agents
- Virtual body that interacts with another agent
- Human-like manner
- Believable way
- Express emotion
- Exhibit a given personality
- Two approaches on Body and Mind
- Strictly and necessarily interdependent
- Mainly independent from each other
4EU project MagiCster
- Mind and Body are interfaced by a language
based on XML - During the conversation
- Mind decides what to communicate considering
different factors that trigger the goal of
communicating and influence the contents to
communicate - Body reads what the Mind decides to communicate
and interprets and renders it at the surface
level according to the available communicative
channels - Define a set of language for specifying the
format of dialogue moves at different abstraction
levels - APML (Affective Presentation Markup Language)
- Express the content of the dialogue move at the
meaning level
5Chapter Overview
- Describe the main features of the underlying
architecture - Present the APML language and how it has been
used in the context of the MagiCster project - Show hot it has been interfaced with a 3D
realistic face call Greta and a synthetic voice - Use an example in the medical domain
6Expressing Believable Behaviors
- Communication A means to influence others
- Beliefs forming the content of a communicative
act - Information about the world
- Deictics, adjectival
- Information about the speakers identity
- Information about the speakers mind
- Speakers beliefs Degree of certainty,
metacognitive information - Goals Performativity of the sentence,
topic-comment or theme-rheme distinction,
rhetorical relations, turn-taking and backchannel - Emotions Affective words, gestures, intonation,
facial expression, gaze, and posture
7MagiCster Architecture (1)
- An example of advice-giving dialogue in the
medical domain - The agent (Gi) A doctor
- The Interlocutor (Uj) A patient
- Coordination of the speech with various
expressions - In move G1, she manifests her empathy with the
User - In move G2, Greta indicates her chest while
saying a spasm of chest - In move G3, she looks at the User while saying
your problem
8MagiCster Architecture (2)
- The MagiCster system
- Mind component A content planner, a dialogue
manager, and an affective agent modeling module - Body component A 3D face/avatar with a speech
synthesizer - A plan enricher An interface between the Mind
and Body components
9MagiCster Architecture (3)
- The affective agent modeling module Decide
- Whether a particular affective state should be
activated - Whether the felt emotion should be displayed in a
given context - The content planner
- Generate the discourse plan appropriate to the
context - DPML DTD Achieve the goal in that piece of
conversation
10MagiCster Architecture (4)
- The dialogue manager
- Top of the TRINDI architecture
- Compute dialogue moves and a space in which
information relevant to the move selection - The plan enricher
- Translate the symbolic representation of a
dialogue move into an Agents behavior
specification at the meaning level - Translate the DPML-based tree structure into APML
- The face and body animation
- Interpret the APML-tagged dialogue move
- Decide how to convey every meaning
11A Markup Language for Behavior Specification APML
- High-level primitives for specifying behavior
acts - Express agent behavior at different levels of
abstraction - Control easily the behavior of ECAs independently
of the body - APML (the Affective Presentation Markup Language)
- Specification of the agent behavior at the
meaning level - Affective aspect of the communication between the
agent and the user
12Overview of Existing Markup Languages for
Expressing Human-Like Behavior
APML
- Human markup language (HML)
- Provide a very abstract level language
- Difficult for controlling specific agent bodies
- Require developing complex interpreters
- Enhance the fidelity of human communications
- Allow the representation of physical, cultural,
social, kinetic, psychological, and intentional
features - VHML Provide several languages for acting on
different modalities - MPML (Multimodal Presentation Markup Language)
Enable authors of web pages to add agents for
improving human-computer interaction (MS-Agent) - BEAT (Behavior Expression Animation Toolkit)
Generate embodied agents animation from textual
input - Avatar markup language (AML) Represent a new
high-level language to describe avatar animation
13Defining APML Tags
APML
- APML DTD Communication function (A
meaning-signal pair)
14Facial Description Language (1)
- Describe facial expressions as (meaning, signal)
pairs - Define expressions to capture a slight variation
- At a high level A facial expression is a
combination of other facial expressions already
defined - At a low level A facial expression is a
combination of facial parameters - Combine facial expressions due to distinct
co-occurring communicative acts using a Bayesian
network - Facial basis (FB) a basic facial movement
- Facial display (FD) a set of FBs
- surprise raised_eyebrow raised_lid
open_mouth
15Facial Description Language (2)
16Facial Description Language (3)
17An Example Medical domain application (1)
DPML
APML
18An Example Medical domain application (2)
19Conclusion
- Describe the architecture of the behavior
generator of a believable conversational agent - Focus on the importance of Mind-Body separation
- Define two XML-like markup languages to represent
the Mints output and the Bodys input - APML Not available in public