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Corpus Annotation in Service of Intelligent Narrative Technologies
Finlayson, Mark Alan (Massachusetts Institute of Technology)
Annotated corpora have stimulated great advances in the language sciences. The time is ripe to bring that same stimulation, and consequent benefits, to computational approaches to narrative. I describe an effort to construct a corpus of semantically annotated stories. I outline the structure of the corpus, a structure which colloquially can be described as a "handful of handfuls." One handful of the corpus has already been constructed, viz., 18k words of Russian folktales. There are two handfuls under construction: legal cases focused on the area of probable cause, and stories from Islamist Extremist Jihadists. Four more handfuls are being planned: folktales from Chinese, English, and a West Asian culture, and stories of international conventional and cyber conflicts. There are numerous additional handfuls under discussion. The main focus of the corpus so far has been on textual materials that are annotated for their surface semantics using conventional annotation tools and techniques; nonetheless, there are numerous novel dimensions along which the corpus might grow and become useful for different communities. In particular I propose for discussion the outlines of a few novel sources, annotation schemes, and collection methodologies that could potentially make the corpus of great use to the interactive narrative or narrative generation communities.
Towards a Non-Disruptive, Practical and Objective Automated Playtesting Process
Tan, Chek Tien (University of Technology, Sydney) | Johnston, Andrew (University of Technology, Sydney)
Playtesting is the primary process that allows a game designer to access game quality. Current playtesting methods are often intrusive to play, involves much manual labor, and might not even portray the player's true feedback. This paper aims to alleviate these shortcomings by presenting the position that state of the art artificial intelligence techniques can construct automated playtesting systems that supplement or even substitute this process to a certain extent. Several potential research directions are proposed in this theme. A work-in-progress report is also included to demonstrate the conceptual feasibility of the potentials of this research area.
Detecting Real Money Traders in MMORPG by Using Trading Network
Fujita, Atsushi (Future University Hakodate) | Itsuki, Hiroshi (Future University Hakodate) | Matsubara, Hitoshi (Future University Hakodate)
We have developed a method for detecting real money traders (RMTers) to support the operators of massively multiplayer online role-playing games (MMORPGs). RMTers, who earn currency in the real world by selling properties in the virtual world, tend to form alliances and frequently exchange a huge volume of virtual currency within such a community. The proposed method exploits (1) the trading network, to identify the communities of characters, and (2) the volume of trades, to estimate the likelihood of communities and characters becoming engaged in real money trading. The results of an experiment using actual log data from a commercial MMORPG showed that using the trading network is more effective in detecting RMTers than conventional machine learning methods that assess individual character without referring to the trading network.
A Computational Model of Perceived Agency in Video Games
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta) | Romanuik, Trevon (University of Alberta)
Agency, being one's ability to perform an action and have some influence over the world, is fundamental to interactive entertainment. Although much of the games industry is concerned with providing more agency to its players, what seems to matter more is how much agency each player will actually perceive. In this paper, we present a computational model of this phenomena, based on the notion that the amount of agency that one perceives depends on how much they desire the outcomes that result from their decisions. Using a structure for high-agency stories that we designed specifically for this intent, we present the results of a 141-participant user study that tests our model's ability to select subsequent events in an original interactive story. Using a newly validated survey instrument for measuring both agency and fun, we found with a high degree of confidence that event sequences selected by our model result in players perceiving more agency than players who experience event sequences that our model does not recommend.
A Demonstration of ScriptEase II
Church, Matthew (University of Alberta) | Graves, Eric (University of Alberta) | Duncan, Jason (University of Alberta) | Lari, Adel (University of Alberta) | Miller, Robin (University of Alberta) | Desai, Neesha (University of Alberta) | Zhao, Richard (University of Alberta) | Carbonaro, Mike (University of Alberta) | Schaeffer, Jonathan (University of Alberta) | Sturtevant, Nathan (University of Denver) | Szafron, Duane A. (University of Alberta)
This demonstration describes ScriptEase II, a tool that allows game story authors to generate scripts that control objects in video games by manipulating high level story patterns and game objects. ScriptEase II can generate scripting code for any game engine for which a translator is written. Currently there are translators for Neverwinter Nights and real Pinball games.
Suggesting New Plot Elements for an Interactive Story
Giannatos, Spyridon (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an author's aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an author's goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.
The SAM Algorithm for Analogy-Based Story Generation
Ontanon, Santiago (IIIA-CSIC) | Zhu, Jichen (University of Central Florida)
Analogy-based Story Generation (ASG) is a relatively under-explored approach for story generation and computational narrative. In this paper, we present the SAM (Story Analogies through Mapping) algorithm as our attempt to expand the scope and complexity of stories generated by ASG. Comparing with existing work and our prior work, there are two main contributions of SAM: it employs 1) analogical reasoning both at the specific story content and general domain knowledge levels, and 2) temporal reasoning about the story (phase) structure in order to generate more complex stories. We illustrate SAM through a few example stories.
A Phone That Cures Your Flu: Generating Imaginary Gadgets in Fictions with Planning and Analogies
Li, Boyang (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)
Since early days of Artificial Intelligence (AI), one of the We present a computational approach for creating new goals has been to procedurally simulate the human ability types of magical and science fiction objects by of storytelling. Many story generation systems (Meehan extrapolating and combining existing object types. The 1981; Lebowitz 1985; Turner 1992; Pรฉrez y Pรฉrez and approach described here augments the creativity of planbased Sharples 2001; Cavazza, Charles, and Mead 2002; Riedl story generators such as that by Riedl and Young and Young 2010; Gervรกs et al. 2005) begin with a (2006). We empower a traditional story planner with the predefined world configuration. Such configurations ability to plan with analogies. We incrementally modify include unchangeable facts about the fictional world such behaviors of known objects based on a consistent set of as what objects exist, how they relate to each other and analogies with backward chaining and combine behaviors what events can happen. With the initial world of multiple objects to create a new behavior. The process configuration, story generators build stories, the execution results in a new gadget that can cause desired changes in of which transform and evolve the world. As most story the fictional world that are impossible or improbable to generators accept the initial world as a given rather than achieve by other means.
Robust and Authorable Multiplayer Storytelling Experiences
Riedl, Mark (Georgia Institute of Technology) | Li, Boyang (Georgia Institute of Technology) | Ai, Hua (Georgia Institute of Technology) | Ram, Ashwin (Georgia Institute of Technology)
Interactive narrative systems attempt to tell stories to players capable of changing the direction and/or outcome of the story. Despite the growing importance of multiplayer social experiences in games, little research has focused on multiplayer interactive narrative experiences. We performed a preliminary study to determine how human directors design and execute multiplayer interactive story experiences in online and real world environments. Based on our observations, we developed the Multiplayer Storytelling Engine that manages a story world at the individual and group levels. Our flexible story representation enables human authors to naturally model multiplayer narrative experiences. An intelligent execution algorithm detects when the author's story representation fails to account for player behaviors and automatically generates a branch to restore the story to the authors' original intent, thus balancing authorability against robust multiplayer execution.
Ultra-Fast Optimal Pathfinding without Runtime Search
Botea, Adi (NICTA and The Australian National University)
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning. In games, most pathfinding methods rely on runtime search. Despite numerous enhancements introduced in recent years, runtime search has the disadvantage that, in bad cases, most parts of a map need to be explored, causing a time performance degradation. In this work we explore a significantly different approach to pathfinding, eliminating the need for runtime search. Optimal paths between all pairs of locations are pre-computed. Since straightforward ways to store pre-computed paths are prohibitively expensive even for maps of moderate size, pre-computed data are compressed, reducing the memory requirements dramatically. At runtime, pathfinding is very fast, as it requires visiting only the locations on an optimal path. In each location, a quick computation provides the next move along the optimal path. We demonstrate the effectiveness of this approach on Baldur's Gate game maps. The compression factor reaches two orders of magnitude, bringing the memory requirements down to reasonable values. Compared to A* search, the runtime speedup reaches and even exceeds two orders of magnitude. When averaged over paths of similar cost, the speedup reaches a value of 700 in our experiments.