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Creating Relationships with Computers and Robots                  15

                              write and tell stories and to create ‘emotions’ that the robot can act out. Using
                              Storykit children can create their own StoryRooms that provide story-telling
                              experience. Tests of PETS and StoryKit were promising and let to a list of de-
                              sign guidelines that for building attractive and interactive story environments
                              for children.
                              2.7     Socially Intelligent Agents in Games and
                                      Entertainment

                                This section concerns important mainstream applications of the technology
                              of socially intelligent agents, in educational games, in interactive drama, and
                              in interactive art. In educational games, agents must exhibit enough social so-
                              phistication so as to be able to flexibly manage students’ emotional states and
                              learning engagement. In a drama of purely autonomous agents, each agent
                              would need to be equipped with sufficient intelligence to react reasonably to
                              the range of situations that can occur; those that can be generated by the to-
                              tal system. This intelligence presumably is represented in the form of social
                              knowledge, abilities for perceiving and understanding other’s behaviors, the
                              ability to identify and characterize problems, and the ability to generate and
                              execute plans for solving these goals. In order to make this enormous problem
                              tractable, we can limit the range of possibilities to certain classes of behaviors,
                              social interactions and goals. Although the agents stay within a given class of
                              behaviors, an observing human will perceive an extended range of intentions.
                              When we then try to involve a human in an agent drama, we have to provide
                              for agents perceiving the actions of the human. More importantly, the human
                              will not be able to stay within a prespecified class of behaviors. Thus, agents
                              will need to respond to a wider range of actions and situations. This presents
                              a major challenge for agent designers. Further, we will usually want more
                              of the ensuing action than the human just spending time in the virtual social
                              world. We want to arrange for the human to take part in a drama with certain
                              dramatic goals which express the author’s intent. Thus, in interactive drama
                              we hit core issues of the development of characters which can dynamically re-
                              spond to novel situations in ways which are not only socially appropriate but
                              which further dramaturgic goals. In interactive art, we descend into the self of
                              the human interactor.
                                In chapter 26, Cristina Conati and Maria Klawe explain how the flexibility
                              and social appropriateness achievable with socially intelligent agents can ef-
                              fectively support the learning process of students. They describe their system
                              for multiplayer multiactivity educational games. The main issues concern how
                              socially intelligent agents can model the players’ cognitive and metacognitive
                              skills, i.e. including their management of their own cognitive activity, as well
                              as motivational states and engagement in a collaborative interaction.
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