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Gate City's Artificial Lives


The residents of Gate City are artificial lives, and talk intellectually. The contextual knowledge processing had been a major hardle in driving intellectual dialogues. A new simple scheme was developed to produce sound responses in the light of context, within a WEB processing requirement.


Features and Descriptions
Gate City has six major entities, intellectual being. Each entity exhibits a psychosynthetic mind, which has the capacity to simulate /imitate a human's listening, and analyzing, and conversing facilities based on the collecting, memorizing, desiring and reasoning scheme defined and a personal knowledge base loaded.

These residents display "personality" and special skills each. Reasoning and planning schemes as well as model dialogues are built on a modular basis using a task definition language. A module can be aimed for a specific task such as reception, a field of engineering, a field of doctoring, and so on. Then modules can be networked, one to many or many to many, to form a more complex behavior/organism as required; A module is externally defined with a txt file. The modular component structure determines the characteristics or intelligence level of a personality. For instance, all of the six entities' features could have been exhibited as a single entity's.

The behavior and intelligence of a module can be designed to evolve as it interacts with human. Data is explicitly or implicitly collected, and the knowledge base is updated, and applied to progressively change a resident's behavior. For instance, personal facts are manually set with a designer's model in the Gate City by a human "audience" to design a specific person with its memory. A task module can be designed, then, to specifically seek and collect certain data from dialogues.

Daily common dialogues such as "Where do you live?", or "What is your name?", are separately defined in a private dialogue group. Its entries are examined, if it is defined with an entity, when the model dialogues have failed to identify the human dialogue.

Conversation Facility and Engine
Natural English dialogue (written) language is adopted to interface with human beings. An English dialogue sentence is parsed and analyzed with over 1000 grammatical patterns. A concept of noun categorical synonyms is introduced to aid the parsing, analysis and the control of a conversation. Verbs have behavioral categories. Categorical synonym sentences are applied to build a model dialogue. These in combination with live human's common judgement enable to construct the residents' appropriate response dialogues. The flexibility within a sentence, dialogue flow or task is balanced between the benefits and costs by designers. The dialogue flows are, needless to say, tightly controlled to reduce the maximum number of search pathes required in each dialogue with the residents.

Entity Development Tool
An editor was developed to define an entity (modular) with a text file. Overall dynamic flows, contextual knowledge processing, dynamic response dialogues(models), and data collection items are defined using a task definition language. A modular is checked for its validty; Unclosed branches are identified. Spelling and syntax are checked. Model dialogues are parsed for grammatical pattern validations.

Contact Us
We are interested in hearing your area of artificial life applications. We are interested in, but not limited to, the application of memory preservation or loss prevention with alzheimer disease, individualised client support, English training or educational story development. This site's residents including the designer's model for a beloved husband were created to demonstrate the power of conversation simulator. Our contact information is available from the Gate City's call center.
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