Ryan Thomas

2papers

2 Papers

CLDec 20, 2022
Ontologically Faithful Generation of Non-Player Character Dialogues

Nathaniel Weir, Ryan Thomas, Randolph D'Amore et al. · microsoft-research

We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore -- character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest details to the human player. We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues.

CRApr 20, 2018
Toward Intelligent Autonomous Agents for Cyber Defense: Report of the 2017 Workshop by the North Atlantic Treaty Organization (NATO) Research Group IST-152-RTG

Alexander Kott, Ryan Thomas, Martin Drašar et al.

This report summarizes the discussions and findings of the Workshop on Intelligent Autonomous Agents for Cyber Defence and Resilience organized by the NATO research group IST-152-RTG. The workshop was held in Prague, Czech Republic, on 18-20 October 2017. There is a growing recognition that future cyber defense should involve extensive use of partially autonomous agents that actively patrol the friendly network, and detect and react to hostile activities rapidly (far faster than human reaction time), before the hostile malware is able to inflict major damage, evade friendly agents, or destroy friendly agents. This requires cyber-defense agents with a significant degree of intelligence, autonomy, self-learning, and adaptability. The report focuses on the following questions: In what computing and tactical environments would such an agent operate? What data would be available for the agent to observe or ingest? What actions would the agent be able to take? How would such an agent plan a complex course of actions? Would the agent learn from its experiences, and how? How would the agent collaborate with humans? How can we ensure that the agent will not take undesirable destructive actions? Is it possible to help envision such an agent with a simple example?