Europe
Aesthetic Interleaving of Character Performance Requests
Shapiro, Daniel G. (University of California, Santa Cruz) | LeBron, Larry (University of California, Santa Cruz) | Stern, Andrew (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
We have constructed a system that supports unscripted social interaction between a player and virtual characters, where the participants pursue internal agendas and respond to one another in real-time. Our emphasis on unscripted interaction means that the characters must accept dynamically generated performance requests, while our concern with social interaction implies that the characters must interleave performances with an attention to natural flow that encourages social engagement. We present initial work on a performance management mechanism that produces this interleaving. It initiates and suspends character performances by allocating animation resources to requests via a utility function representing aesthetic concerns. That function weighs extrinsic factors reflecting the purpose of taking an action against intrinsic ones that concern features of a given performance. We show, via multiple short videos, that the features are individually material to the aesthetic quality of the result and that the mechanism can produce aesthetically pleasing performances on par with the best hand-generated prioritization scheme. We argue, anecdotally, that the parameters of the model are easy to identify, suggesting that the feature vocabulary is both intuitive and useful for shaping character performances.
Towards an Accessible Interface for Story World Building
Poulakos, Steven (Disney Research Zurich) | Kapadia, Mubbasir (Rutgers University) | Schüpfer, Andrea (ETH Zurich) | Zünd, Fabio (ETH Zurich) | Sumner, Robert W. (Disney Research Zurich and ETH Zurich) | Gross, Markus (Disney Research Zurich and ETH Zurich)
In order to use computational intelligence for automated narrative synthesis, domain knowledge of the story world must be defined, a task which is currently confined to experts. This paper discusses the benefits and tradeoffs between agent-centric and event-centric approaches towards authoring the domain knowledge of story worlds. In an effort to democratize story world creation, we present an accessible graphical platform for content creators and even end users to create their own story worlds, populate it with smart characters and objects, and define narrative events that can be used by existing tools for automated narrative synthesis. We demonstrate the potential of our system by authoring a simple bank robbery story world, and integrate it with existing solutions for event-centric planning to synthesize example digital stories.
Toward an Automated Measure of Narrative Complexity
Harmon, Sarah (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)
For young children, adults learning English, or individuals with language disorders, complex narratives are difficult to create and understand. While narratives can easily be assessed in terms of their lexical and syntactic difficulty, automatically measuring the level of narrative complexity is a challenging problem. We present and evaluate a preliminary system for assessing narrative complexity, which should help identify suitable texts for readers and assist in narrative skill evaluation.
Increasing the Engagement of Conversational Agents through Co-Constructed Storytelling
Battaglino, Cristina (Northeastern University) | Bickmore, Timothy (Northeastern University)
Storytelling can be used by conversational agents in a wide variety of domains to maintain user engagement, both within a single interaction and over dozens or hun- dreds of interactions over time. The majority of agents designed with this ability to date deliver their stories as monologues without user input. However, people rarely tell stories in conversations this way, and instead rely on listener contributions to guide the storytelling process. Corpus-based studies of human-human conversational storytelling have demonstrated greater engagement, in the form of longer stories, when listeners co-construct stories this way. We describe a research framework for the generation and evaluation of co-constructed social stories in the context of task-based conversations, and a study on the effects of degree of user-agent story co-construction on user engagement. We find that users are more en- gaged with storytelling agents that allow them to co- construct stories in a contentful manner by asking ques- tions, compared to co-construction through acknowl- edgments only.
A Tripartite Plan-Based Model of Narrative for Narrative Discourse Generation
Barot, Camille (North Carolina State University) | Potts, Colin Murray (North Carolina State University) | Young, R. Michael (North Carolina State University)
The story is particular medium. However, the discourse layer is not simply a conceptualization of the world of the narrative, with the an ordered subset of elements of the story layer. Genette characters, actions and events that it contains, while the discourse argues that every discourse implies a narrator. In this, the is composed of the communicative elements that participate discourse is an intentional structure through which the narrator in its telling. Research on computational models of "regulates the narrative information" given to the audience, narrative has produced many models of story, based for instance and its representation should include these intentions.
An Algorithmic Approach to Decorative Content Placement
Tremblay, Jonathan (McGill University) | Verbrugge, Clark (McGill University)
Given a polygon P of n vertices, the method to define a visibility polygon from a single point, q, is a well established Most digital games are goal-oriented; players are given an problem (Ghosh 2007), of time complexity Θ(n log(n)). We initial position and have to reach a certain goal position or use the well known angular plane-sweep algorithm (Asano state within a virtual level. Many generative methods to create 1985) to construct a visibility region V (q), giving us a starshaped such levels have been defined, and are able to create engaging polygonal region defined by the existing edge set, levels (Dormans and Bakkes 2011), while making filtered according to visibility from q. Figure 2 shows such a sure the game's fundamental puzzle structure in terms of region in light purple for point q.
Toward Characters Who Observe, Tell, Misremember, and Lie
Ryan, James Owen (University of California, Santa Cruz) | Summerville, Adam (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports gameplay with non-player characters who observe and form knowledge about the world, propagate knowledge to other characters, misremember and forget knowledge, and lie. We outline this framework through the lens of a gameplay experience that is intended to showcase it, called Talk of the Town, which we are currently developing. From a review of earlier projects, we find that our system has a novel combination of features found only independently across other systems, and that it is among the first to support character memory fallibility.
The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories
Lim, Chong-U (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
We encounter the results of category formation every day, from demographic categories like race and gender, to role-playing-game classes like "fighter" or "mage". Category membership is often not simply based on the possession of discrete properties but instead constructed from and reflect the highly nuanced relationships (gradience) between members and best-example individuals called "prototypes". In this paper, we present The Marginal, an artificial intelligence (AI)-driven game that (1) computationally models the cognitive categories that players develop when customizing videogame avatars and (2) generates challenges for players to use their perception of visual, textual, and numerical data to progress in a game created using these models. We use archetypal analysis, an AI clustering approach for identifying boundary points in data, to generate tasks in The Marginal for its gameplay. It shows how AI can be combined with games to model and evaluate cognitive categorization phenomena.
Intelligent Content Generation via Abstraction, Evolution and Reinforcement
LeBaron, Dean M. (Brigham Young University) | Mitchell, Logan A. (Brigham Young University) | Ventura, Dan (Brigham Young University)
We present a system for autonomously generating puzzles in the form of a 2D, tile-based world. Puzzle design is entirely dependent on tile characteristics, which are implemented as abstract classes that can be modified by the system. Thus, the system controls not only the base-level puzzle design but also (to some extent) the meta-level component design. The result is a rich space of possible puzzles that the system explores with a combination of evolutionary computation and Q -learning. The system autonomously produces a variety of puzzles of varying difficulty to create a game called Loki's Castle . The system is almost completely autonomous, requiring only a minimal description of what a puzzle should include, and the abstraction allows extensibility so that future versions can invent entirely new classes of tiles. Several puzzle examples are presented to demonstrate the system's capability.
Map Sketch Generation as a Service
Liapis, Antonios (University of Malta)
This paper describes the structure of a web service able to generate simple game levels via constrained evolutionary optimization. The provided web service allows users to generate playable game levels without needing to understand the underlying process and without having to allocate computational resources for doing so; combined with the highly expressive and customizable generator, a broad range of levels for different genres and purposes can meet many user needs.