INNER SPEECH GENERATION IN A VIDEO GAME NON-PLAYER CHARACTER: FROM EXPLANATION TO SELF?

Raúl Arrabales
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引用次数: 3

Abstract

The use of human language is a hallmark of human consciousness, even when it is not used publicly. Inner speech is the way humans consciously communicate with themselves and arguably a key factor contributing to the formation of more self-aware selves. From the perspective of cognitive science and artificial cognitive architectures, inner speech can be also seen as a meta-management system that modulates some cognitive processes of the subject. In this paper, we describe a preliminary version of a computational model of inner speech generation based on the cognitive architecture CERA-CRANIUM. This inner speech generation method is illustrated using a video game non-player character as the subject of the first-person narratives to be produced. We also use this model of inner speech generation to discuss the possibilities of using such a first-person narrative stream as a meta-control input to the artificial cognitive architecture. We argue that this verbal input might be used as an integrated self-explanation of the agent in the world and thus contribute to the formation of self.
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电子游戏非玩家角色的内心语言生成:从解释到自我?
人类语言的使用是人类意识的标志,即使在不公开使用的情况下也是如此。内心语言是人类有意识地与自己沟通的方式,可以说是形成更有自我意识的自我的关键因素。从认知科学和人工认知架构的角度来看,内在言语也可以被看作是调节主体某些认知过程的元管理系统。在本文中,我们描述了一个基于认知架构CERA-CRANIUM的内部语音生成计算模型的初步版本。这种内部语言生成方法是使用电子游戏非玩家角色作为第一人称叙事的主题来说明的。我们还使用这种内部语音生成模型来讨论使用这种第一人称叙事流作为人工认知架构的元控制输入的可能性。我们认为,这种语言输入可能被用作主体在世界上的综合自我解释,从而有助于自我的形成。
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