Creating Artificial Personalities, not necessarily Artificial Intelligence
As I have often written about here, there is a difference between a simulation and an educational simulation. A simulation is a model of something, often predictive and diagnostic. An educational simulation is an experience that includes some simulations, balanced with other things, all for the sake of creating transferable behaviors or perspectives. Thus a simulation of a cockpit may have every knob, while an educational simulation during an early level may just have the most critical ones.
Likewise, in educational simulations, there is an increasingly need to differentiate between creating and using an artificial intelligence and an artificial personality.
Artificial Intelligence
It seems that AI's generally fall into four overlapping categories:
- Expert system: A system used to solve a task that provides judgement or other help that takes the place of or augments an experienced professional. A doctor may use an expert system to suggest reasons what might be wrong with a patient.
- Model of human brain: A computational model that strives to both use the same techniques as a human brain and provide similar output. For example, using an artificial stroke on a neural network may not destroy any data, but simply make it take longer for the program to access it.
- Adaptive problem solving: An algorithm that has a goal, sensors, and parameters, but otherwise may grow and evolve in response to an unpredictable environment.
- Skynet.
However, few educational simulations or serious games will delve into any of these AI areas. They are computationally difficult and intensive, and as with the cockpit example, not always the best to meet learning objectives.
Having said that, we still need to feature avatars in any program with a learning objective of helping people "deal" with other people. And these avatars cannot simply be driven by broad branching algorithms. They have to be dynamic and responsive.
Artificial Personalities
Literally, as crass as this sounds, we have to have avatars that can serve as backboards to enable players to repeatedly practice actions and calibrate their actions against the response. These avatars need to be consistent, and often have visualizeable inner workings. Let me give two broad examples from two projects that I have done.
In Virtual Leader, the model of leadership frames that a leader has to
- surface relevant ideas,
- ensure a power base,
- moderate the tension and working environment,
- before driving hard to complete the right work.
The artificial personalities that are represented by the avatars in Virtual Leader, then, all represent distortions of that model. Some characters just wanted to complete any work and were intolerant of side conversation. Others wanted to moderate or lower tension no matter what. They would switch off tough ideas and praise people a lot. Still others wanted to amass power, sucking up to power figures, building alliances using common assets for personal gain, and taking ownership no matter what. (Now admittedly, this model was fairly computationally heavy. )
In a new simulation, I am modeling the personality of single individuals through the three distinct attributes of (a) what the person is doing, (b) what the person is intellectually thinking, and (c) what the person is emotionally feeling, all on a single conceptual map. As a result, the avatar may be asked to do something, and then do it once, but then abruptly stop doing it (showing compliance not commitment), because his/her hands are not aligned with either head or heart (i.e. it is one thing to wear your seat belt once, it is another thing to see yourself as someone who wears seat-belts, and to understand the risks of not wearing one). Or as the avatar gets stressed, the influence on his/her behavior begins to be influenced more by where his/her heart is than where his/her mind is. This may seem complicated conceptually, but the algorithms and modelling are no tougher than making a sim of a bunch of cars driving around a parking lot. Further, the artificial personality is totally transparent and can be visualized to a student of the sim.
Key Attributes of Artifical Personalitites
Given this, the three key attributes of an artifical personality are:
- Computationally light-weight (runs in Flash), and more often a form of fuzzy logic;
- Provide behavior models that are instructional to engage, aligned with the learning goals;
- Are dynamic enough to both respond to a student in an open-ended way and also allow for a programmer/level designer to create (at least) three or four distinctive varieties (a good physical analogy would be how shifting just five variables can change the behavior of a vehicle from dynamically handling like a sports car to handling like a garbage truck).
Leading, not Following, Academics and Computer Games
This work into creating satisfying Artificial Personalities typify the challenge of our industry. On one hand, we don't get much help from either academic research (my degree in Cognitive Science from Brown University is not overly useful here) or computer games. And we will never create characters of indisputable accuracy and predictiveness to real world situations (a primary success criterion for academics). But on the other hand, we can create experiences that radically change and improve the behavior of students (a primary success criterion for educational simulations), are really engaging, will work their way over to games in some form, and we can still create small algorithms that turn out to be more powerful than dissertations in illuminating behaviors of real people.






