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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.
Plotter: Operationalizing the Master Book of All Plots
Eger, Markus (North Carolina State University) | Potts, Colin M. (North Carolina State University) | Barot, Camille (North Carolina State University) | Young, R. Michael (North Carolina State University)
Pulp fiction author William Wallace Cook published Plotto: The Master Book of All Plots in 1928, which contains almost 2000 plot fragments and relatively formal instructions on how human authors could combine them to produce plots behind novels. In this paper we show one way that the methods in this book can be used to computationally generate plots from the fragments. We also show sample plots generated by our system called Plotter that uses this method. Finally we use them to discuss idiosyncrasies and limitations of the book.
Symbolic Plan Recognition in Interactive Narrative Environments
Cardona-Rivera, Rogelio Enrique (North Carolina State University) | Young, Robert Michael (North Carolina State University)
Interactive narratives suffer from the narrative paradox: the tension that exists between providing a coherent narrative experience and allowing a player free reign over what she can manipulate in the environment. Knowing what actions a player in such an environment intends to carry out would help in managing the narrative paradox, since it would allow us to anticipate potential threats to the intended narrative experience and potentially mediate or eliminate them. The process of observing player actions and attempting to come up with an explanation for those actions (i.e. the plan that the player is trying to carry out) is the problem of plan recognition. We adopt the framing of narratives as plans and leverage recent advances that cast plan recognition as planning to develop a symbolic plan recognition system as a proof-of-concept model of a player's reasoning in an interactive narrative environment. In this paper we outline the system architecture, report on performance metrics that demonstrate adequate performance for non-trivial domains, and discuss the implications of treating players as plan recognizers.
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.
MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation
Summerville, Adam James (University of California, Santa Cruz) | Philip, Shweta (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.
Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games
Summerville, Adam James (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.
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.