R. Shumaker (Ed.): Virtual and Mixed Reality, Part II, HCII 2011, LNCS 6774, pp. 289–296, 2011.
© Springer-Verlag Berlin Heidelberg 2011
Why Can’t a Virtual Character Be More Like a Human:
A Mixed-Initiative Approach to Believable Agents
Jichen Zhu
1
, J. Michael Moshell
1
, Santiago Ontañón
2
, Elena Erbiceanu
1
,
and Charles E. Hughes
1
1
University of Central Florida, USA
2
Artificial Intelligence Research Institute (IIIA-CSIC), Spain
jzh@mail.ucf.edu, jm.moshell@cs.ucf.edu,
santi.ontanon@gmail.com,
eelena@eecs.ucf.edu, ceh@cs.ucf.edu
Abstract. Believable agents have applications in a wide range of human
computer interaction-related domains, such as education, training, arts and
entertainment. Autonomous characters that behave in a believable manner have
the potential to maintain human users’ suspense of disbelief and fully engage
them in the experience. However, how to construct believable agents, especially
in a generalizable and cost effective way, is still an open problem. This paper
compares the two common approaches for constructing believable agents —
human-driven and artificial intelligence-driven interactive characters — and
proposes a mixed-initiative approach in the domain of interactive training
systems. Our goal is to provide the user with engaging and effective educational
experiences through their interaction with our system.
Keywords: Mixed-initiative system, character believability, interactive storytelling,
artificial intelligence, interactive virtual environment.
1 Introduction
Interactive computer characters are becoming widely used in digital systems in a
range of domains. Some applications include, for example, virtual patients used in
training medical students’ communication skills [1], anthropomorphic robotic
assistants that can support manual tasks in industrial environments [2], and non-player
characters (NPC) in computer games that provide players with dramatic experiences
[3]. These virtual or robotic characters are an important part of human centered
computing not merely because they provide users with a set of familiar metaphors and
conventions to interact with new technology. Like Disney’s animated characters [4],
they also have the powerful potential to engage users in emotional and personal ways.
With a significant improvement of their appearance thanks to recent development of
real-time computer graphics technology, there is an increasing demand for these
characters to behave in ways that are believable to the users.
However, how to construct believable agents, especially in a generalizable and cost
effective way, is still an open problem. This paper compares the two common approaches