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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rehaf AlJammaz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yasheng She</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Mateas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>raljamma@ucsc.edu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>yashe@ucsc.edu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>michaelm@soe.ucsc.edu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of California</institution>
          ,
          <addr-line>Santa Cruz</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Games currently feature simple models of morality and moral reasoning. These typically take the form of a simple binary opposition between good and evil, in which game actions are sorted into these categories, and reputation systems that track the reputation of players (and sometimes NPCs) with ingame factions based on the actions taken. This paper presents a more sophisticated model of moral reasoning based on Lakoff's metaphorical family models: the strict father and nurturant parent morality. This model utilizes more rapid, surface level categorization of different situations in moral categories, and deeper reasoning that characterizes situations in terms of their relationship to moral virtues as determined by the metaphor value system. This model is used in the experimental prototype Argument Box (AB), a social argument simulator where the player argues with clients visiting the shop. Arguments in AB center around the moral virtues and vices of simulated characters in the social simulation Talk Of the Town. This paper presents the current architecture, discussing its technical details.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>In many faction and reputation-based games, morality is
often portrayed as a simple binary value of good and evil.
The reputation of the player character (and sometimes the
Non-Player Character (NPC)) is represented as a
singledimensional scale where players or NPCs land on a spectrum
based on their deeds and the morality points they
accumulate.</p>
      <p>
        Unfortunately, NPCs in these types of games tend to
employ surface-level judgments about the characters they
encounter. For instance, games such as World of Warcraft and
Neverwinter Nights
        <xref ref-type="bibr" rid="ref3">(Blizzard 2004; ObsidianEntertainment
2002)</xref>
        employ NPCs that attack opposing factions or views
without any reasoning from the characters involved,
usually based on high-level decisions such as the character
belonging to an opposing faction. These simplistic moral
decisions and binary systems can affect a character’s
believability, making them feel mechanical, stereotyped, and less
lifelike. By developing comprehensive moral models, we can
create characters with better behavior understandability, that
are less predictable, and have more sophisticated awareness
of different social situations. All of which are dimensions of
believability
        <xref ref-type="bibr" rid="ref8">(Gomes et al. 2013)</xref>
        . How a character reasons
about these moral situations can enhance the illusion of
believability; one aspect of reasoning involves belief modeling.
      </p>
      <p>
        When referring to belief modeling in games, we usually
associate it with facts and theories of mind. For example, a
given character might believe that an NPC has brown eyes
or another NPC likes them. Research games employ this
factual sense of belief modeling, such as characters believing in
false information in (Ryan et al. 2015) and
        <xref ref-type="bibr" rid="ref9">(Guimaraes,
Santos, and Jhala 2017)</xref>
        . Beliefs under this category have also
been used alongside social systems
        <xref ref-type="bibr" rid="ref2 ref5">(Evans and Short 2013;
Morais, Dias, and Santos 2019)</xref>
        , creating unique stories.
They have even been used as game mechanics, such as the
player influencing NPC actions by directly ’injecting’ false
beliefs in MKULTRA
        <xref ref-type="bibr" rid="ref10">(Horswill 2015)</xref>
        . In this paper, we
refer to a broader definition of belief modeling that includes
an NPC’s moral beliefs and values.
      </p>
      <p>We believe there is a need to create a more sophisticated
moral reasoning system. This paper presents our current
progress in Argument Box: a game prototype that employs
moral reasoning for NPCs in terms of both surface and deep
values.</p>
      <p>
        Our prototype adds a layer of moral reasoning by
incorporating Lakoff’s metaphorical family models: the strict father
and nurturant parent morality into our agent’s belief systems.
In the current prototype, we focus on the Strict Father Model
(SFM), which, as the name suggests,
        <xref ref-type="bibr" rid="ref14">(Lakoff 2010)</xref>
        employs
a metaphorical strict father figure as the head of the
household, guiding our agent’s actions. The SFM
        <xref ref-type="bibr" rid="ref14">(Lakoff 2010)</xref>
        believes that “the world is a dangerous place.” Therefore the
“parent” needs to protect the children, become authoritative
and teach them “right” from “wrong,” reward them if they do
good, and punish them if they do wrong. Each family
system employs a number of metaphors or values they believe
in; for example, the SFM values strength. Anything that
reduces strength is seen as weak and immoral.
      </p>
      <p>Our model classifies different situations according to each
character’s held moral beliefs at a surface level.
Surfacelevel reasoning is used to initially describe an NPC’s stance
on an issue. We also incorporated deeper reasoning
capabilities that are referenced when an NPC strongly cares for a
given topic, granting an NPC the ability to fight for a
passionately held belief when the player disagrees with them.
Our deeper model allows for deeper reasoning that defines
NPC situations related to moral values as determined by the
father model metaphor.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>In this section, we review related work in terms of
morality, reasoning, and social simulation as it relates to various
elements of our project.</p>
      <sec id="sec-2-1">
        <title>Social Simulation and Belief-Based Reasoning</title>
        <p>
          Several research games incorporate social simulation
and reasoning in their system’s designs. Work such as
PromWeek
          <xref ref-type="bibr" rid="ref18">(McCoy et al. 2012)</xref>
          and successor CiF-based
systems
          <xref ref-type="bibr" rid="ref2 ref9">(Morais, Dias, and Santos 2019; Guimaraes,
Santos, and Jhala 2017)</xref>
          utilize social physics as the main
mechanic of their design, influencing player conversations and
NPC interactions through social elements such as an NPC’s
relationship with other NPCs.
        </p>
        <p>
          Unsurprisingly, social simulation and belief modeling are
closely related to one another. Cif-CK
          <xref ref-type="bibr" rid="ref9">(Guimaraes, Santos,
and Jhala 2017)</xref>
          adapted the CiF architecture
          <xref ref-type="bibr" rid="ref17">(McCoy et
al. 2010)</xref>
          by incorporating belief modeling alongside their
social networks, making it possible for characters to
believe in false information. Comme il Faut - Exiles (CIF-EX)
          <xref ref-type="bibr" rid="ref2">(Morais, Dias, and Santos 2019)</xref>
          extended belief modeling
beyond the interacting character, where other NPCs can
infer relationships between characters in the world.
        </p>
        <p>In Talk of the Town (TotT) (Ryan et al. 2015), a historical
town simulator, incorporates characters that can forget
information, misremember and lie. Beliefs in TotT are affected
by a character’s social network, what characters remember,
and the strength of the information supporting a given belief.
One interesting application of TotT is Bad News (Samuel et
al. 2016), where players converse with real actors
portraying different NPCs. The actor acts on instructions from a
developer behind the scenes. We incorporate TotT’s generated
characters as topics of conversation in Argument Box.</p>
        <p>
          Other work, such as MKULTRA
          <xref ref-type="bibr" rid="ref10">(Horswill 2015)</xref>
          ,
focused on belief modeling, where beliefs are ’injected’ into
an NPC’s knowledge base, allowing the player to
manipulate the NPC directly. In Versu’s
          <xref ref-type="bibr" rid="ref5">(Evans and Short 2013)</xref>
          model of belief, agents can share public views of the world
and have specific instances of individual false beliefs
creating unique gameplay experiences.
        </p>
        <p>While social networks do not directly influence this
project, we use characters that incorporate social
relationships and elements in their design. We essentially used Talk
of the Town’s (Ryan et al. 2015) exported characters as
conversation topics between the player and the NPC.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Moral Reasoning</title>
        <p>
          Morality in Games There are many games that involve
morality and moral decision-making. In commercial games,
moral decision-making is usually tied to the player’s
actions. Games such as The Witcher 3, Undertale, and those by
Telltale Games
          <xref ref-type="bibr" rid="ref19 ref4 ref6">(CDProjekt 2015; Fox 2015; TellTaleGames
2004)</xref>
          place the player in high stakes-moral situations where
their action affects other NPCs and the story’s outcome; this
is usually limited to the player character, without modeling
NPC rationalization in moral dilemmas. Other games that
do model NPC moral decision-making do so at somewhat
superficial levels. For instance, NPCs in World of Warcraft
          <xref ref-type="bibr" rid="ref3">(Blizzard 2004)</xref>
          and Farcry
          <xref ref-type="bibr" rid="ref15">(LCGEntertainment 2004)</xref>
          use
high-level faction judgments, such as attacking NPCs in
opposing factions on sight.
        </p>
        <p>
          In academia, morality systems in games often target moral
theories or thought experiments. Works such as Togelius
          <xref ref-type="bibr" rid="ref20">(Togelius 2011)</xref>
          and Nelson (Nelson 2012) examine Kant’s
categorical imperative, which states, “Act only according to
that maxim by which you can at the same time will that
it should become a universal law.” Togelius’s prototype
involves a procedural system that defines a new maximum rule
each time an event triggers, following the categorical
imperative principle. Nelson’s prototype started with game rules
and allowed the player to break them, with the game adding
new rules making the rule breaking universal. According to
Nelson (Nelson 2012), this quickly led to havoc. Togelius
arrived at a similar conclusion noting the difficulty of
designing meaningful gameplay around universalization of player
action.
        </p>
        <p>
          Other authors have built systems based on political
divides as well as belief modeling; Azad and Martens’s
system, Lyra
          <xref ref-type="bibr" rid="ref2">(Azad and Martens 2019; 2018)</xref>
          simulates
character interactions and conversations in politically charged
groups. What is unique about Azad et al.’s system is their
character’s ability to learn new biases and introduce it to
their knowledge bases.
        </p>
        <p>
          Lakoff’s Moral Politics Lakoff is well known for
his work on metaphor theory, where he identifies deep
metaphors, such as Life is a Journey or Love is War, that
structure human cognition and the use of language
          <xref ref-type="bibr" rid="ref13">(Lakoff
and Johnson 2008)</xref>
          . In more recent work, Lakoff has
proposed two governing metaphors underlying political and
moral reasoning. These two metaphors, the Strict Father and
Nurturant Parent, govern the conservative and liberal
(respectively) world views regarding the individual and their
relationship to society. Our work on moral reasoning for
NPCs described in this paper builds on this work.
        </p>
        <p>
          Lakoff’s
          <xref ref-type="bibr" rid="ref14">(Lakoff 2010)</xref>
          strict father model employs a
metaphorical strict father as the head of a figurative
household. The strict father is seen as an authoritative figure that
values strength, discipline and believes in rewards and
punishments. The strict father views morality in terms of one’s
ability to abide by certain values such as strength, moral
order (following the natural order of things), and Moral
Boundaries (i.e., deviating from the norm is wrong).
Anything that reduces these values is seen as immoral. Lakoff
illustrates an example where the act of purchasing illegal
drugs is seen as immoral, as it emerges from low self-control
(i.e. low strength) according to SFM.
        </p>
        <p>On the other hand, the Nurturant Parent believes that
members can grow as a result of nurturance and care. It
encourages self-reliance by caring for others. Unlike the SFM,
the figurative parents in the NPM value their member’s
opinions; the model employs respect between its members rather
than dreading punishments or expecting rewards. Like the
SFM, the NPM has metaphors and values it believes in, such
as Morality as Fair Distribution, Morality as Social
Nurturance (e.g., strengthening social relationships with others
and mending those relationships), and Morality as
Nurturance (i.e., being regularly empathetic).</p>
        <p>In our current prototype, we focus on the values employed
by the Strict Father Model (SFM). The deep values held by
this model include Moral Strength, Moral Boundaries, and
Moral Wholeness. We will further describe how we
incorporated these metaphors into our system in a later section.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The prototype and Gameplay</title>
      <p>In a classic Monty Python skit called ’Argument Clinic’
(Monty Python ), a man approaches a clinician asking to
buy an argument; he then proceeds to argue with the
clinician about arguments, debating if their argument is an
argument! Likewise, our prototype features an argument
simulator game, where NPCs walk into a shop called Argument
Box (AB) to procure arguments with the player character,
focusing on arguments about moral behavior.</p>
      <p>The prototype described in this paper starts when an NPC
initiates conversations about characters living in their town.
They give the player a piece of gossip about a particular
character they heard about, including their opinion and
evaluation of that character’s actions. The player can agree,
disagree or vouch for the talked-about character by arguing for
particular stances. Depending on the player’s response and
how passionately the NPC feels about the current argument,
the NPC can reference their deep-seated beliefs as moral
arguments, which for the presented prototype are based on
Lakoff’s strict father model. In the following sections, we
will discuss the system in greater detail. First, we examine
the components of our system at a high level; we then look at
our NPC’s architecture, covering its creation, design, and
belief modeling. Lastly, we go through two examples covering
a typical argument in our simulation. We note that the
characters in Argument Box are modeled as polyhedra. Thus, in
the example dialog below, there are references to “shapes”
which in our world is the same thing as saying “people.”</p>
    </sec>
    <sec id="sec-4">
      <title>High Level Overview</title>
      <p>Our current prototype features a character coming into a
clinic-like shop called Arg Box to argue with the player
character about the latest gossip in town. These
characters are called conversational NPCs (CNPC). The
conversational NPCs (CNPC) are the main NPCs the player
converses within the Argument Box.</p>
      <p>A single game loop involves the CNPC conversing about
one of the town’s characters, stating what they heard, and
saying how they feel about it. The conversed-about
characters are what we refer to in this paper as the background
NPCs (BNPC). The BNPCs include a separate list of NPCs
that the player character never interacts with; they are used
to seed conversational topics by our CNPCs. These BNPCs
are generated from TotT. TotT, as a reminder, is a historical
town simulator that generates characters, including various
elements such as character relationships, locations, and jobs.</p>
      <p>
        We import the data from TotT in JSON format. We
then search for patterns, such as combinations of
attributes or social connections on BNPCs or temporal
sequences undergone by BNPCs, in a process similar to story
sifting
        <xref ref-type="bibr" rid="ref11 ref16 ref2">(Kreminski, Dickinson, and Wardrip-Fruin 2019;
Max Kreminski 2021)</xref>
        . BNPCs are assigned tags based on
the patterns that matched. We then filter the BNPCs by
thresholding the number of tags (only BNPCs with enough
tags are potential topics of conversation) and place the
filtered list of BNPCs into a priority queue based on the
number of tags found and the quality of the tags. Tags that
involve multi-character patterns are weighted more highly
than tags resulting purely from within-character patterns. We
provide examples of the sifting patterns we use in a later
section.
      </p>
      <p>Once we have our list of BNPCs, the CNPC brings up
appropriate dialogue based on the tags present on the BNPCs.
The starting dialogue is unbiased and simply expands the
tag into a textual utterance. For example, the tag
familyPerson gets translated into “Have you heard that X has a large
family?”</p>
      <p>Each pattern in the system is further mapped to the
CNPC’s surface values. These surface values denote how a
CNPC generally feels about a set of tags; there is a
many-tomany mapping of tags to surface values which is described
in more detail below. The CNPC holds each surface value
with a strength of high, medium or low, indicating how
passionately the CNPC believes in that value.</p>
      <p>As long as the player agrees with the judgements of the
CNPC, the conversation will stay at the level of surface
values. However, when the player disagrees with the CNPC
on a surface value they hold strongly, the CNPC will
perform deeper reasoning using the strict father model to back
up their claim. The conversational options provided to the
player allow them to agree, disagree, bring up a specific
discussion, or change the conversation topic entirely if they
desire. Figure 1 illustrates the general components of the
system. The following sections will describe how each
component works in greater detail.</p>
    </sec>
    <sec id="sec-5">
      <title>Modeling BNPCs</title>
      <p>
        BNPCs are generated using the TotT simulation. Our sifting
patterns focus on topics we can have moral debates about,
and so generally exclude details such as locations of homes
and businesses, street names and physical character
descriptions. We currently use 58 patterns to assign tags to BNPCs
as follows:
• Patterns that directly map a single TotT raw attribute.
Examples include isWealthy, departed, and familyPerson,
indicating if a character has wealth, left town, or has a
family, respectively.
• Patterns that are created by combining different TotT raw
attributes. For example, a retired character that is 45 years
old has the pattern retiredYoung assigned.
• Patterns that are based on TotT character jobs; these
patterns are used to make controversial assumptions about
characters, based on the character’s career and its
potential effect on others. For example, any TotT character with
the job miner or cooper is assigned the tag polluterRole.
This is later used for conversations related to the
environment.
• Patterns that focus on relationships with other generated
characters. such as love triangles and backstabbing.
Examples include friendWithBestFriendsEnemy and
InLoveWithSpouseOfFriend.
• Patterns that combine lower-level tags into higher-level
ones. For example, if a BNPC has the tags
adultButNotworking and IsWealthy (from lower-level patterns) this
results in the higher-level tag notWorkingAndRich.
• The last category of patterns combines tags found by
other patterns with the Five Favor Personality traits
        <xref ref-type="bibr" rid="ref7">(Goldberg 1990; Ryan et al. 2015)</xref>
        that TotT assigns to
characters. For example, the pattern hasAlotOfEnemies
combined with the personality factor of high Agreeableness
results in the tag tooTrustingOfEnemies.
      </p>
      <p>As mentioned above, once all pattern matching is
completed and the tags have been assigned, BNPCs are placed
in a priority queue based on the number and quality of tags.
By starting the conversation about characters at the front of
the queue, this ensures that the CNPC will have a good
number of debatable topics to argue about with the player.</p>
    </sec>
    <sec id="sec-6">
      <title>Modeling CNPCs</title>
      <sec id="sec-6-1">
        <title>Surface Values</title>
        <p>The CNPC starts the conversation by picking the BNPC at
the front of the queue to talk about, doing this until it has
exhausted all the BNPCs tags or the player chooses another
character to talk about.</p>
        <p>Once a tag has been chosen, the CNPC starts the
conversation by commenting on the tag in a value neutral manner. For
example, if our BNPC named Mike had the tag
familyPerson selected by the system, the CNPC states, “Oh, have you
heard that Mike has a big family?” The CNPC then states
how they feel about this tag by relating it to their surface
values.</p>
        <p>There are currently 28 surface values defined in our
system, of which a subset will be held (with varying strengths of
low, medium or high) by a CNPC. Examples include
LoveIsForFools, LoveAboveAllElse, FamilyPerson, and
ShapesArenothingIfNotSocial. BNPC tags map in a many-to-many
way with surface values. The tags that map to a given
surface value are called core tags of that surface value. The core
tags have a many-to-many relationship with the surface
values. For example, the tag willActOnLove is a core tag of both
the surface values BeTrueToYourHeart and LoveIsForFools.
In the case that a core tag maps to two or more mutually held
surface values, this provides some non-determinism on how
the CNPC will comment on the presence of this tag,
depending on which surface value is taken as being activated.</p>
        <p>When a CNPC is instantiated, the system randomly
assigns the surface values and their accompanying strength.
Some surface values are mutually exclusive, so can not be
simultaneously held with high strength. For example, if our
CNPC holds LoveIsForFools with a high rating, it cannot
hold BeTrueToYourHeart with any strength other than low.</p>
        <p>Additionally, the mapping from core tags to surface
values is used for the conversational options presented to the
player. This allows the player to bring up BNPC
characteristics during the conversation that explicitly agree or disagree
with the CNPC at the level of surface values.</p>
        <p>The surface values are used for immediate value-laden
reactions during the conversation. As long as the player and
CNPC agree with each other, the conversation can stay at
the surface value level. However, when the player’s
judgements disagree with the CNPC, the system switches to
reasoning about deep values as determined by the Strict Father
Model (SFM). Implementing a version of the Nurturant
Parent Model (NPM) is ongoing work. Switching to this deeper
model allows the CNPC to marshal arguments by bringing
up characteristics that relate to more deeply held values.
This prevents the conversation from immediately
degenerating into repeated assertions (e.g. “Yes it is! Not it isn’t!
Yes it is! Not it isn’t”) at the surface level.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Deep Values: Strict Father Model</title>
        <p>
          We define six deep values drawn from Lakoff’s book How
Liberals and Conservatives think
          <xref ref-type="bibr" rid="ref14">(Lakoff 2010)</xref>
          to specify
the SFM:
• Moral Boundaries warns about the danger of deviating
from the norm. Characters that deviate from the norm are
seen as immoral by a character holding the SFM.
• Self Interest sees seeking one’s self-interest as moral and
interfering with one’s self-interest as immoral.
• Moral Wholeness is concerned with unity and conformity
among characters.
• Moral Essence evaluates a character’s past actions as
indicators for their future actions, making the assumption
that past actions are the result of a character’s “essence”.
• Strength values a character’s ability to act in or handle
difficult or sensitive situations. Low strength is seen as
        </p>
        <p>As we mentioned earlier, each surface value includes a
set of core tags. Our SFM deep values provide a mapping
for each core tag to high morality or low morality. High
indicates that the core tag exemplifies the deep value; low
indicates it violates the deep value. For example, the
surface value BeTrueToYourHeart and one of its core tags,
inLoveWithSpouseOfFriend is evaluated as low by the Moral
Boundaries deep value. If our CNPC supports the surface
value BeTrueToYourHeart and is involved in a argument
with the player over this value, it would not make use of
the BNPC tag inLoveWithSpouseOfFriend as an argument
for their claim, as this violates a deep value. Our upcoming
examples will further clarify these situations.</p>
        <p>Furthermore, the SFM can check if a CNPC is searching
for pro or contra argument to back up a claim about a given
surface value. Generally, if a CNPC is supporting an
argument for a given surface value, the SFM is looking for core
tags that evaluate as high against the deep values, possibly
switching the argument to another surface value if no such
tags can be found for the current surface value (this is an
example of deflecting to another topic to continue to argue
for the moral virtue or vice of the BNPC if the CNPC can
no longer argue for the current surface value). Alternatively,
the SFM can look for core tags that evaluate as low against a
deep value to provide a cautionary tale in the argument. For
example, if the CNPC holds the surface value
LoveIsForFools, the SFM can look for a core tag, such as
inLoveWithSpouceOfFriend, that evaluate as low against a deep value
(e.g. Moral Boundaries), to make a negative statement about
the CNPCs behavior, and thus support their LoveIsForFools
stance.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Example: Surface Value Conversation</title>
      <p>Our first scenario will illustrate a typical conversational loop
showing what happens when the player agrees with our
CNPC on a medium-rated surface value.</p>
      <p>At the start of the loop, the CNPC picks a BNPC to
converse about, in this case Caroline Milliem. Caroline has
three tags available, inLoveWithSpouseOfFriend,
familyPerson and willActOnLove.</p>
      <p>The CNPC selects Caroline’s first pattern,
inLoveWithSpouseOfFriend, and opens the conversation by gossiping:
“Oh, Have you heard! Caroline Milliem is In love with their
friend’s spouse!” Under the hood, the pattern was mapped
to the surface value LoveIsForFools as
”inLoveWithSpouseOfFriend is one of its core tags. We note, this assignment
happens at random; it could have mapped to other surface
values as long as the pattern belonged to that core set of the
selected surface value.</p>
      <p>It so happened that our CNPC is relatively indifferent to
this value, holding it with medium strength. They care about
the value but not so much that they would raise a fuss if the
player disagreed with their opinion (represented as a
“disagree” button). The CNPC then presents its opinion based on
this surface value, stating “Well, I think that shapes should
never let their emotions cloud their judgment.”</p>
      <p>The player then has the option to agree, disagree or bring
up another topic or BNPC as clickable options. In our
scenario, the player agrees: “I couldn’t agree with you more.”
The CNPC, satisfied with the result, says, “Yeah, it’s good
that you see it my way!”. We note that this scenario presents
a medium stance on a surface value; if the player disagrees,
the CNPC simply notes its distaste for the player’s choice.</p>
      <p>The system then checks if the other tags of the current
BNPC have been explored; if they haven’t been explored,
the system proceeds with the same loop but with the newly
appointed tag familyPerson. Otherwise, the system moves
on to the next BNPC in the queue.</p>
    </sec>
    <sec id="sec-8">
      <title>A Deep rooted conversation - Using the SFM</title>
      <p>Let us take the previous example but assume our CNPC
actually cares deeply about the surface value LoveIsForFools.
The CNPC conveys this as, “Well, I think that shapes should
never let their emotions cloud their judgment AND doing
what’s right is always better than doing what feels right.” As
a note on authoring, we use AND and BUT to emphasize
the CNPC’s high or low stances by extending the same
sentence with a modifier that enhances how strongly or weakly
they feel about a given topic. This helps minimize the
combinatorial amount of dialog we have to write and signals the
underlying model more strongly to the player.</p>
      <p>In this example the player disagrees with the CNPC,
selecting the dialog option: “Are you kidding?? Love is the
best thing ever.” Again, the tone mimics that of the CNPC.
The CNPC then responds with, “You’re joking! Love is for
fools.” It consults the underlying model, in this case the
SFM, to back up why love is indeed for fools.</p>
      <p>The currently selected tag inLoveWithSpouseOfFriend is
validated as a core tag of LoveIsForFools, and determined
to score low against the deep value Moral Boundaries. Thus
the SFM validates the surface value stance, and allows the
CNPC to make an argument based on deep values: “Love
can be immoral. Honestly, they have no boundaries. This
shape went after their friend’s partner; that’s just wrong.”
We note that the text is written in a way that references the
specific tag, illustrates the deep value, and provides
reasoning as to why the surface value LoveIsForFools should be
held. The player can then agree or disagree with the pattern,
choose another BNPC pattern to bring up, passing it as an
argument for the current surface value.</p>
      <p>If the CNPC is presented with a tag that the SFM maps
in a way contradictory to the surface value argument being
made, it then searches through the BNPC’s available tags for
an alternative argument. If any of the remaining tags are core
tags of the surface value and the SFM mapping supports the
argument, it presents it as a backup argument. Otherwise, the
CNPC mimics a person backed into a corner, randomly
firing off defenses based on the tags found. This results in more
generic arguments, for example, stating “But that BNPC has
a family!” in response to the situation where the BNPC is in
love with the spouse of a friend.</p>
    </sec>
    <sec id="sec-9">
      <title>Current Limitations and Future Work</title>
      <p>This paper presents our current work on Argument Box,
a game prototype incorporating a moral reasoning system
that operates on both surface and deep values (beliefs).
The model is inspired by Lakoff’s work on family-based
metaphors in moral reasoning. As future work we are
implementing the Nurturant Parent Model, refining the
conversation loop so that under appropriate (but challenging)
circumstances the player can change the CNPCs mind, and
playtesting the game.</p>
      <p>Monty Python, u. c. Argument - monty python.</p>
      <p>Morais, L.; Dias, J.; and Santos, P. A. 2019. From caveman
to gentleman: a cif-based social interaction model applied
to conan exiles. In Proceedings of the 14th International
Conference on the Foundations of Digital Games, 1–11.
Nelson, M. 2012. Prototyping kant-inspired reflexive game
mechanics. In Proceedings of the 2012 Workshop on
Research Prototyping in Games.</p>
      <p>ObsidianEntertainment, B. 2002. Neverwinter nights.
[CDROM].</p>
      <p>Ryan, J.; Summerville, A.; Mateas, M.; and Wardrip-Fruin,
N. 2015. Toward characters who observe, tell,
misremember, and lie. In Proceedings of the AAAI Conference on
Artificial Intelligence and Interactive Digital Entertainment,
volume 11.</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.</p>
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