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]indexsupertask!primary
As with the other primary supertasks, the behavior of this
supertask can be altered by scenario packets.
One aspect which these explain are different styles of agent interaction.
This includes various combinations of ``social states'' in
communication; for example, the type of interactions one would expect
to see between two close male friends would be very different from the
type of interaction exhibited between a boss and an employee in a
formal business setting. Several of these social relations can be
seen in Lycanthrope: Ed and Norm are friends, for example,
so there is a set of activities one may expect to occur
between them.
Augmenting the social and interaction packets are
packets of how agents react in various emotional settings (e.g., if a
person receives poor service in a clothing store he regularly visits).
Finally, ``local'' scenario packets exist which describe the
more-or-less default results from an action in a standard setting. At
the lowest level, these packets are simply the expected results for a
given action and the expected preconditions which may have triggered
the action; as such, they allow low-level inferencing to be performed.
At their highest level, the local scenario packets resemble
scripts,
plans, and MOPs
([#!scripts:schank-abelson-1977!#,#!memory:schank-1982!#]); they package
together a set of expected
preconditions and results which exist in various stereotypical events
and in achieving certain familiar goals.
The packets are more flexible in nature than either scripts or
plans; however, my research did not need the full
capabilities of MOPs, so ISAAC's packets are more
rigid than those entities.
Next: Discussion
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Kenneth Moorman
11/4/1997