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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Addressing the Elephant in the Room: Opinionated Virtual Characters</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sasha Azad</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chris Martens</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Principles of Expressive Machines (POEM) Lab, North Carolina State University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Swartout</institution>
          ,
          <addr-line>W.; Hill, R.; Gratch, J.; Johnson, W. L.; Kyriakakis, C.; LaBore, C.; Lindheim, R.; Marsella, S.; Miraglia, D.; and Moore, B. 2006. Toward the holodeck: Integrating graphics, sound, character and story. Technical report</addr-line>
          ,
          <institution>University Of Southern California Marina Del Rey CA Inst For Creative Technologies</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <abstract>
        <p>A number of recent models for empirically-grounded social simulation have emerged recently from games and interactive narrative research, generally exploring models of trust, emotion, and social graph changes that occur in the process of inter-character interactions. However, these models so far failed to provide realistic models of opinion change and predisposition to new knowledge. Equipped with such a notion, these emergent social simulations can express both real and fictionalized depictions of modern phenomena like adverse media influence, the spread of “fake news,” and the polarization of ideological sects. We present a preliminary computational investigation into modeling opinion change in virtual characters with this goal in mind.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Humans are rational and emotional beings. Their social
systems are complex and contextual. Understanding and
simulating humans with virtual characters requires reasoning not
just about observable social network graphs or social
interactions, but also about geography, economics, and
increasingly, online participation and discourse. However, these
simulated models typically do not account for some of the
most important features of social networks, namely that of
the social dynamics of opinion change.</p>
      <p>In this paper, we describe a simulation we have designed
for a society of virtual characters that can discuss and
exchange their views amongst one another. We define a
character’s view on the topic as a combination of their internal,
personal attitude on a topic of discussion and their externally
expressed opinion. We allow for conversationalists to
influence each others’ opinions based on existing literature from
the social science regarding group conformity and
acceptance, as well as by the strength of the overall public
opinion. We describe a conversational model that allows virtual
characters to subscribe to information sources based on the
source biases and opinions, share new information with one
another, and form and exchange their opinions on the
various issues at hand.</p>
      <p>For virtual characters to be socially adept and add to the
experience of the player, they must have a sizable
expressive range of conversational repertoire. We advance an
abstract knowledge base for the characters that groups various
objects of discussion under overarching topics, tracks the
sources from which they originate with their inherent bias or
ratings, and allow the non-player characters (NPCs) to form
opinions based on individual preferences or cultural norms.
Our system can track the spread of influence (adverse or
otherwise) and change in the views of the participant NPCs.</p>
      <p>Finally, we demonstrate our system with a case study that
showcases a series of conversations where virtual
characters discuss current political news from the U.S., exchange
their views on individual news articles or issues of interest,
and reevaluate their political ideologies and affiliations over
time. For instance, an NPC growing up in a more liberal
society may eschew conservative ideals, and have a low
opinion of the same. Our simulated NPCs are aware of the
difference in their internal attitude on a topic of discourse as
well as the public opinion shared by other NPCs during their
interactions. These differences can lead to the NPCs
changing their attitudes over time or expressing opinions different
from their attitudes to conform to the society they reside in
over time.</p>
      <p>We posit that the holding of these opinions on the various
topics could lead to the virtual character having access to
choices and interactions that would otherwise need to be
authored in the character’s preferences or goals. For instance,
an NPC growing up in a country with strict gun control,
or that holds an unfavorable opinion of gun ownership may
choose never to buy a gun.</p>
      <p>
        We imagine that in the future our opinion model could
be used to evaluate how a virtual society would integrate
and accept new additions with new members learning of
the views and opinions of the society while bringing with
them new ideas and concepts from their own culture.
Similarly, opinion modeling for virtual characters could be used
to study the spread of debatable ethical or moral influence
and media bias. Characters could choose to accede to peer
pressure (from the media or society) and change their
behaviors in order to feel a mix of both private acceptance
(that they are acting based on their views) and public
conformity (to gain acceptance by the group). We believe the
behaviors resulting from virtual characters modeled by this
system would be more believable and improve a player’s
interactive experience.
Prior work discusses how designing for richer social
behaviors and interactions amongst virtual characters improve
the believability of the character and the player’s
interactive experience with the system
        <xref ref-type="bibr" rid="ref1">(Afonso and Prada 2008;
Swartout et al. 2006)</xref>
        . Vinciarelli et al. describe the
social signals as “accounting for our attitudes towards other
participants in the current social context.” (Vinciarelli et
al. 2008). Researchers have approached NPC social
networking through simulation of interactions between a
collection of NPCs that are reactive, appear intelligent, and
motivated
        <xref ref-type="bibr" rid="ref8">(Riedl and Stern 2006; Mateas and Stern 2003;
Ryan, Mateas, and Wardrip-Fruin 2016; Samuel et al. 2016)</xref>
        .
These systems model worlds with a society of NPCs that
have individual goals, beliefs, and desires upon which they
act.
      </p>
      <p>
        Research has been conducted on social rules and
practices that virtual agents in the system must conform to as
designed by authors and designers
        <xref ref-type="bibr" rid="ref8">(Mateas and Stern 2003)</xref>
        .
In Versu
        <xref ref-type="bibr" rid="ref4">(Evans and Short 2014)</xref>
        , we see the virtual
characters that interact with one another using the notion of
common “social practices” and templates. Characters
undertake interactions based on their desires and goals, with
social practices authored to be agnostic about which
characters are assigned to the roles undertaken. Similarly with
social systems such as CiF, in Prom Week, McCoy et al.
constructs a social physics architecture model to decide
how NPCs behave in a variety of different social
scenarios rich with the potential for drama
        <xref ref-type="bibr" rid="ref10 ref9">(McCoy et al. 2011a;
2011b)</xref>
        . Our system aims to add to the richness and
diversity of the virtual character’s roles, the interactions they
undertake with the player and one another, and the
character archetypes generated. Our approach varies from these
social-physics scenarios. Virtual characters consider
themselves belonging to a new group based on their recognition
of their internal attitudes at a given moment corresponding
with the opinions of the society around them. These groups
could now form their own social rules over time as
interactions that go against the group’s values would be looked
upon unfavorably by its members. We believe this would
reduce the authoring burden of the social rules or templates
        <xref ref-type="bibr" rid="ref10 ref4 ref9">(Evans and Short 2014; McCoy et al. 2011b)</xref>
        , allowing for
interesting emergent gameplay.
      </p>
      <p>
        Other research explores the simulation of conversations
and influence amongst NPCs. They view how societal norms
and popular opinions could affect the behavior of
generated NPCs in a multi-agent system. In Social Role
Awareness
        <xref ref-type="bibr" rid="ref11">(Prendinger and Ishizuka 2001)</xref>
        , agents choose
conversational responses based on their perception of their roles
within the social context. A secretary addressing her
manager could be more polite and responsive than one
addressing an aspirant visiting the office. PyschSim
        <xref ref-type="bibr" rid="ref12">(Pynadath and
Marsella 2005)</xref>
        models influence amongst group members
by examining how participants in a conversation view their
relationships with one another and their beliefs and
motivations about the world. Other work has virtual characters
sharing their knowledge or gossiping about the world with
one another with their bias
        <xref ref-type="bibr" rid="ref4">(Evans and Short 2014)</xref>
        . The
most significant differences between our approach and the
works previously mentioned are that our agents can
reevaluate their biases or changes over time by subscribing to new
opinion pools from their peers or other sources of
information. We hope our model allows for a more natural
conversation flow, with agents advancing and modifying their
opinions over time. We hope our system will add to the
believability and behaviors generated by these works by
providing further motivation for character relationships and
interactions.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>Group Formation</title>
        <p>
          Group formation has been studied in depth by social
scientists, historians, and psychologists to understand how
humans respond to group (or societal) archetypes and opinions.
When modeling group conversations, the physical or virtual
space where conversationalists congregate can be used to
contextualize the interaction, allowing us to incorporate the
history, physical affordances, or cultural significance of the
geographic location or the topic in question. Merely
reading the news enables one to gain a perspective of humans
forming groups to support various issues. These could be
geographic groups, with articles describing how the
Scottish voted to “overwhelmingly remain” in the Brexit vote;
or political ideology groups, with reports on Democrats
discussing immigration resolutions; groups based on shared
interests, with news on Whovians that approve or condone
representation of women in Doctor Who
          <xref ref-type="bibr" rid="ref6">(Jowett 2014)</xref>
          ; or by
grouping an occupation, with articles describing how Tech
executives are contrite about election meddling. Latour
discusses how individuals relating to one group or another is an
ongoing process made up of uncertain, fragile, controversial
and ever-shifting ties
          <xref ref-type="bibr" rid="ref7">(Latour 2005)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Self Perception Agents for Opinion Dynamics</title>
        <p>
          We review the problem of simulating agents capable of
conversing and sharing opinions with one another. We model
the change in the opinions of the agents based on the model
proposed by Wang, Huang, and Sun in their 2014 paper
          <xref ref-type="bibr" rid="ref13 ref4">(Wang, Huang, and Sun 2014)</xref>
          . Individual agents can
influence each other’s views and construct their self-opinions
over the course of multiple interactions with one another.
        </p>
        <p>
          Agents are modeled as individual nodes in a social
network graph. Agents may exchange opinions with other
agents if an edge links the nodes in the graph. Wang, Huang,
and Sun defines how agents every agent’s feelings on a topic
is informed by an inner “attitude” towards the topic that
cannot be perceived by other agents, an outward expressed
“opinion” and the level of “uncertainty” they feel about
their opinion. Agents may adjust their internal attitudes or
express modified opinions from their attitudes, on hearing
the opinion of other agents
          <xref ref-type="bibr" rid="ref13 ref4">(Wang, Huang, and Sun 2014)</xref>
          .
        </p>
        <p>
          Due to space restrictions, we refer readers to the Wang,
Huang, and Sun (2014) paper, and the
          <xref ref-type="bibr" rid="ref3">Asch (1955)</xref>
          paper
for the details on their experiment. We recognize that the
threshold values and model evaluated in the Wang, Huang,
and Sun paper may not exactly conform to an exhaustive
list of objects of discussion or topics of discourse. However,
Topics
Political Issues e.g. Immigration, Gun Control
Political Issues e.g. Immigration, Gun Control
Research Topics e.g. AI, Games
Film Genres e.g. Horror, Sci-Fi
Objects of Discussion
Individual news articles
Political candidates
Conference Papers
Movies
        </p>
        <p>Source
Online or Print Media
Articles, Interviews, Candidate Rally
Journals, Conference Proceedings
Movie Studios
Rating
Political Bias or Affiliation
Approval Rating
Journal or Conference Rankings
Rotten Tomatoes ratings
their proposed agent model combines normative social
influences with a continuous dynamics model in a novel
approach. Our objective is to extend these current theories of
dynamic opinion modeling research to the narrative
intelligence community with the goal to simulate virtual societies
capable of exploring complex issues of politics, religion, or
even simply movie ratings.</p>
        <p>Towards this goal, our contribution builds on that of
Wang, Huang, and Sun’s in the following ways:</p>
        <p>Prior work fails to model the complex and ever-changing
social relationships between conversationalists. The
authors assume a grid-based society where the same
neighboring agents surround an individual throughout their
simulation. Our method proposes a more utilitarian
definition of social relationships where NPCs with differing or
similar opinions could change relationships over time,
allowing their old social connections to dissolve over time.
Instead of a single object of discussion, we allow
characters to discuss a variety of information clustered by topics.
This allows for relationships where characters that agree
over a few views but disagree over others to change their
affinity for one another over time.</p>
        <p>We allow for the simulation to add new concepts and
topics over time. We believe this could lead to virtual
characters to extend their knowledge base while retaining their
individual views on existing knowledge.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Goals</title>
      <p>We list our goals for the project as follows:</p>
      <p>Account for bias in characters where agents may have a
predisposition to adopt a specific view from prior
experience.</p>
      <p>Account for bias in the information. Information and
sources producing information may have an inherently
biased perspective.</p>
      <p>Ability for characters with similar opinions to form
relationships, and allow ad-hoc groups developing during
social interactions to discuss their opinions on various
topics.</p>
      <p>Be able to use the same discussion model for a variety
of different data sources to simulate opinion modeling on
discussions.</p>
    </sec>
    <sec id="sec-4">
      <title>Our Model of Knowledge</title>
      <p>The model we use to define in-game knowledge is described
as follows. For a single discussion, the participants in the
discussion choose an Object of Discussion to converse on,
obtained from a Source. The Source and the Object of
Discussion are associated with a Rating. Multiple objects of
discussion can be clustered to form a Topic.</p>
      <p>A major contribution of our paper is that this model of the
knowledge base can be used for a large variety of datasets
while affording the same discussion and opinion modeling.
For instance, simulating debates among NPCs about
current news articles clustered by political issues and ranked
by their bias. Similarly, we could use our model to discuss
the merits of various journal articles clustered together by
research topics and ranked by journal rankings or have
audience members discuss their movie preferences clustered by
movie genres and ranked by their Rotten Tomatoes rankings.
Some datasets considered during the design phase have been
highlighted in Table 1.</p>
      <sec id="sec-4-1">
        <title>Rating of the Information</title>
        <p>We define the rating as the value of the information learned
by the NPC in the system. This rating could represent
either (1) the personal judgment or favor associated with the
presentation of the information, or (2) a measure of the
impartiality of the unit of information. The rating is the merit
or value of the information that is debated by the NPCs in
our system. For instance, this could represent the ratings for
a movie, reviews for a paper, or a bias rating for a media
source.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Topics</title>
        <p>We describe topics as a clustering of information regarding
a specific subject, or field of information. A specific
information unit can be a part of multiple topics at the same time.
For instance, a discussion of procedural content generation
could belong to the topics of both artificial intelligence or
game design. A virtual character may periodically
reevaluate his rating of a topic by considering the rating of all the
objects of discussion within a topic.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Object of Discussion</title>
        <p>This single unit of information forms the basis of our
discussion model. While interacting with one another, virtual
characters search through their knowledge base and
conversational repertoire, choosing a single object of discussion to
debate. An NPC that adds a new object of discussion to his
knowledge base will note the original authorial rating
intended to be affiliated with the information, and associate
with it their own opinions on the topic. These views could be
based on prior discussions of the information with
conversationalists that introduce the character to the information, as
well as on the character’s current view of the topic to which
the information belongs.
may create information covering a wide variety of objects
of discussions and topics. Sources may also have associated
with them a rating, representing the expected rating of the
information they produce. NPCs may use this rating to choose
to subscribe or unsubscribe to these over time based on their
current inclinations. For instance, an NPC studying in the
computer science domain may subscribe to AAAI for
periodic information on the research in their field.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Modeling a Character’s Views</title>
      <p>Every participant in the discussion has their own Bias and
View on the information and can express their opinions on
the object of discussion at hand. These elements and our
dataset have been described in further detail below. The
attributes of an agent’s view are modeled based on those by
Wang, Huang, and Sun.</p>
      <p>Bias: We define an agent’s bias to be the agent’s
predisposition to adopt a particular view on a topic in a discussion.
This bias is informed by either (1) the agent’s views
inherited from their parents or (2) a mean of their views on all
objects of discussion under the said topic or (3) the initial
bias they learn from the conversationalists when the topic
was added to their knowledge base during a discussion.
Attitude (att): the agent’s private views on a specific
issue. Attitude is a real number in the range [ 1; 1], and
represents an evaluation of the object of discussion.
Opinion (op): an agent’s outwardly expressed or shared
views on a specific issue. Like attitude, opinion is a real
number in the range [ 1; 1] and reveals the agent’s
opinion on the object of discussion to the other dialogists.
There may be a discrepancy in the attitudes and opinions
of the character since a character may not represent their
attitudes accurately to participants. A human example of
the situation where this is apparent can be seen in
examples of an employee in conversation with his managers
who choose not to express his disagreement to avoid
being punished.</p>
      <p>Uncertainty (unc): a measure of an agent’s confidence in
their view. The higher the uncertainty, the more likely the
agent is to change his mind or accept other perspectives.
As an example, an NPC may express opinions about the
legality of abortion in their town. However, the agent may
have lower confidence in their attitude if (1) information
in their existing knowledge base inadequately back them,
(2) if contradictory opinions are presented to the agent
with high certainty, or (3) if the agent is surrounded by a
society a majority of whom disagrees with him. unc is a
real number in the range [0; 1].</p>
      <sec id="sec-5-1">
        <title>Public Compliance Threshold (pub thr): When the</title>
        <p>strength of the public opinion exceeds this value, the agent
will choose to comply with the public opinion to feel
accepted within the community. pub thr has a default value
of 0:6.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Private Acceptance Threshold (pri thr): When the</title>
        <p>strength of the public opinion is below this value, the
agent will choose to stand by their views. The pri thr
is a real number in the range [0; 1]. Professors or experts
on a particular topic in our simulation would have higher
values to indicate their expertise.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Social Interactions and Discussions</title>
      <p>During initial generation, the NPC population is assigned
random cultural biases on topics in the knowledge base.
From this stage on, children inherit as bias the mean of their
parent’s biases (i.e., representing “nature”) while tending to
agree more with one parent or the other about individual
issues. However, the children may change these opinions over
time (i.e., representing “nurture”) over the course of several
social interactions between the agents.</p>
      <sec id="sec-6-1">
        <title>Discussion Method</title>
        <p>
          We begin by clustering the expressed opinions of all
participants of the conversation using the Jenks optimization
method
          <xref ref-type="bibr" rid="ref5">(Jenks 1967)</xref>
          and choose the grouping with the
lowest square error. The number of opinion groups formed
indicates whether a public consensus on the matter has
developed and the presence of normative social influence (or peer
pressure). The fewer the groups that form, the more likely it
is that an agent who maintains their views contrary to public
opinion will feel rejected.
        </p>
        <p>Public Opinion Formed If the agent has high uncertainty
(i.e., agent:unc &gt; 0:8), they are more likely to accept the
views of their fellow dialogists. We assign these agents the
attitude and opinion equal to the mean of the largest group
in the consensus.</p>
        <p>If the agent has low uncertainty (i.e., agent:unc 0:8),
we find the largest clustered opinion group with views
closest to that of the agent. We then calculate the public opinion
strength for the selected group and decide if an agent’s
attitudes or opinions are affected. The public opinion strength
(op str) is calculated as described by Wang, Huang, and Sun
by normalizing and finding the mean of the sum of the
following factors:</p>
        <p>The size (fa) of the group. The larger the group, the
stronger the public opinion.</p>
        <p>fa =
xa=10,if 1 &lt; xa</p>
        <p>10
8
&lt;
:
0,if xa</p>
        <p>1
1,if xa &gt; 10
The homogeneity (fb) in the opinion of the group defining
if the group come to a consensus
fb = 1=(1 + e24xb 6)
fc = 1=(1 + e 12xc+6)
The discrepancies (fc) in the agent’s opinion and attitude.</p>
        <p>Next, the agent measures their own uncertainty with the
strength of the public opinion by calculating two threshold
values, th1 = 1 agent:unc and th2 = max(0:6; th1).</p>
        <p>Low Opinion Strength (op str &lt; th1): If the opinion
strength is too weak, the conversationalist does not change
their mind, recognizing the discrepancy between their
internal attitudes and ideas and those of the group.
Moderate Opinion Strength (th1
op str &lt; th2):
– Members with a low uncertainty find the opinion
strength of their group strong enough to modify their
opinions to the mean of the group. Agents then find
their internal attitudes, and their expressed behaviors
are inconsistent, and so change their attitudes to match.
In this case, agents believe that the change in their
views are a natural and expected evolution, and do not
realize they are bending to public opinion.
– Agents with large uncertainty realize that they are
conceding the discussion, and bending to public opinion.
They change their external opinions and internal
attitudes to match.</p>
        <p>High Opinion Strength (op str th2): The agent realizes
the strength of the opinion. In this case, the agent may
choose to conform to the public opinion with their
outwardly expressed views and change their opinion to the
mean of the group. However, they do not change their
inner attitudes, and in the absence of external pressure will
revert to their attitudes.</p>
      </sec>
      <sec id="sec-6-2">
        <title>No Public Opinion Formed If public opinion has not</title>
        <p>formed yet, then after clustering the agent finds the
cluster of opinions with the opinions most similar to that of the
NPC. The NPC modifies their opinion to the mean of the
cluster and their internal attitudes on the information being
discussed.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Case Study: Political Ideologies</title>
      <p>
        In this divisive age, it is difficult (yet unavoidable) to
discuss current political events with family or friends. APIs for
major media sources are available with access to news
articles on various topics. As a case study, our simulation uses
a corpus of news articles
        <xref ref-type="bibr" rid="ref2">(AllSides 2018)</xref>
        , grouped by their
political issues. Characters are initially assigned political
affiliations and biases. The rating system, in this case study,
is based on that of the U.S political-ideological system. For
the simulation, in the beginning, characters are subscribed to
sources that confirm their political bias. For instance, a
Centrist NPC may subscribe to the Associated Press as a news
source.
      </p>
      <sec id="sec-7-1">
        <title>News Source</title>
        <p>New York Daily News
New York Times
Associated Press
Boston Herald
Fox News Editorial</p>
      </sec>
      <sec id="sec-7-2">
        <title>AllSides Media Bias Ranking</title>
        <p>Left
Lean Left
Center
Lean Right</p>
        <p>
          Right
Rating: We use media bias as our rating and associate
with each bias a value as follows: Left( 1:0), Lean
Left( 0:5), Center(0:0), Lean Right(0:5), Right(1:0).
The bias ratings in our dataset are obtained from
AllSides using a combination of blind bias surveys, editorial
reviews, third-party research, independent research, and
community votes to calculate media bias of the
information
          <xref ref-type="bibr" rid="ref2">(AllSides 2018)</xref>
          as can be seen in Table. 2.
Topics: We use U.S. Political Issues such as Civil Rights,
Immigration, Healthcare, Free Speech, Gun Control, and
Abortion
          <xref ref-type="bibr" rid="ref2">(AllSides 2018)</xref>
          each with an equal number of
articles representing every bias.
        </p>
        <p>Objects of Discussions: Individual news articles are our
objects of information. A character will note the original
authorial bias of the information and associate with it their
views based on their current attitude towards to the topic,
their overall political affiliations, and their discussions on
the article with other conversationalists.</p>
        <p>Sources: Sources are media sources that publish articles
on a wide variety of issues. NPCs may subscribe or
unsubscribe to these over time based on their current political
inclinations. Overall Political Affiliation: is a weighted
average of the agent’s attitudes of all topics in the agent’s
knowledge base (ranked by an agent’s priorities). For
instance, a simple measure how Liberal or Conservative a
person is could be expressed as a weighted average of
their attitudes on the topics of gun control, abortion,
homosexuality, tax reform, and so on.</p>
      </sec>
      <sec id="sec-7-3">
        <title>Social Interactions and Discussions</title>
        <p>We simulate a town where characters can interact with one
another. Our preliminary experiment allows for two types of
organizations, Schools, and Businesses, to facilitate group
discussion.
Schools Schools choose a subset of topics from the world
to teach their students. Professors are modeled to have a low
uncertainty value regarding their views. This in combination
with the fact that they are regarded as authority figures in the
simulation implies that a student is more likely to adopt their
views. In Fig. one can see the knowledge base of a recent
graduate after he reevaluates his views on Immigration.
Businesses NPCs may apply to work at open positions in
various local businesses. The application to these positions
is based on the knowledge as well as the opinions an NPC
acquires over time. For instance, an NPC may be required
to have specific views on the topic of abortion as a
qualification to work at a local hospital that matches those of their
colleagues.</p>
      </sec>
      <sec id="sec-7-4">
        <title>Sample Discussion Outcomes : We decode in prose a typ</title>
        <p>ical outcome for a discussion from our simulation as shown
in Fig. 2. NPCs discuss an article titled “Room for Debate:
Should ‘Birthright Citizenship’ Be Abolished” at work with
colleagues. The article falls under the topic of Immigration
and is published by the source NY Times with an original
authorial bias calculated by AllSides as Leaning Left. The
duration of the discussion is 11 minutes, representing the
number of times the algorithm is run, and the views of the
participants are updated.</p>
        <p>Ruth and Suzanne learn about the article for the first time.
They choose to accept the outcome of the discussion as their
opinion after applying any pre-existing bias on the topic of
Immigration. Richard, whose political views Leaned Left
(att = 0:5) before the discussion, is more convinced about
his views after reading the article. As such his uncertainty
on the subject reduces, but his views stay the same. Vickie,
whose political views were aligned Right (att = 1:0) before
the discussion changes her views slightly over the course of
discussion (att = 0:948) and finds herself a little more
uncertain about her view on the article.</p>
        <p>However, since the internal attitudes of all four
participants on the article and the topic of Immigration (not shown
in Fig. 2) remain the same, their overall Political Affiliations
do not change. . . yet.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Future Work</title>
      <p>In the future, we hope to be able to simulate cultural or
regional opinion preferences by associating opinions with
locations at the beginning of the population generation. For
instance, NPCs originating in Japan may have a bias for highly
restrictive gun control laws. Additionally, some articles or
knowledge may be regional, prompting stronger opinions
among members directly associated with an issue or
allowing for the modeling of an exchange of cultural knowledge.
We believe that NPCs with an ability to share and exchange
opinions could lead to the generation of a virtual society
that has more diversity in beliefs and preferences. A greater
awareness regarding the variety of opinions that exist could
be extrapolated in the future causing them to revisit the
certainty of their opinions on other topics of discourse; thus
allowing for more realistic machine enculturation.</p>
      <p>We aim to enable the creation of virtual communities
sharing opinions that form to discuss their views. These groups
could then inform classes of actions available to their
members. For instance, a group of students could petition to
reduce the school’s carbon footprint. We hypothesize the
spread of opinions and influences will enable us to study
how more believable information dissemination could occur
in simulated populations and narratives.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgement</title>
      <p>We thank Chung-Che Hsiao from NC State University for
his insight towards the research of this paper. We would also
like to express our gratitude to Scott J. McDonald and the
AllSides team for providing us with API endpoints and bias
rated media articles to use in our Political News Case Study.</p>
      <p>Riedl, M. O., and Stern, A. 2006. Believable agents and
intelligent scenario direction for social and cultural leadership
training. In Proceedings of the 15th Conference on Behavior
Representation in Modeling and Simulation.</p>
      <p>Ryan, J.; Mateas, M.; and Wardrip-Fruin, N. 2016. A simple
method for evolving large character social networks. Proc.
Social Believability in Games.</p>
      <p>Samuel, B.; Ryan, J.; Summerville, A. J.; Mateas, M.; and
Wardrip-Fruin, N. 2016. Bad news: An experiment in
computationally assisted performance. In International
Conference on Interactive Digital Storytelling, 108–120. Springer.
a survey. In Proceedings of the 10th international
conference on Multimodal interfaces, 61–68. ACM.</p>
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