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Generating Narrative Action Schemas for Suspense

AAAI Conferences

A bottleneck in interactive storytelling is the authorial burden of writing narrative units, and connecting them to the interactive narrative structure. To address this problem, we present a hybrid approach that combines AI planning and evolutionary optimization in order to generated new plan operators representing possible story actions, within the framework of a planning-based interactive narrative system. We focus our work on inventing plan operators that are useful for contributing to suspenseful interactive stories, using suspense metrics that have been proposed in the literature. We devise an encoding scheme for converting a plan operator into a genetic-algorithm chromosome and vice versa, respecting constraints that are needed for an operator to be well-formed. We discuss the performance of the system, and several examples from preliminary experiments carried out to evaluate the evolved operators.


Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments

AAAI Conferences

Computational models for goal recognition hold great promise for enhancing the capabilities of drama managers and director agents for interactive narratives. The problem of goal recognition, and its more general form, plan recognition, have been the subjects of extensive investigation in the AI community. However, relatively little effort has been undertaken to examine goal recognition in interactive narrative. In this paper, we propose a research agenda to improve the accuracy of goal recognition models for interactive narratives using explicit representations of narrative structure inspired by the natural language processing community. We describe a particular category of narrative representations, narrative schemas, that we anticipate will effectively capture patterns of player behavior in interactive narratives and improve the accuracy of goal recognition models.


Learning Human Motion Models

AAAI Conferences

My research is focused on using human navigation data ingames and simulation to learn motion models from trajectorydata. These motion models can be used to: 1) track the opponent’smovement during periods of network occlusion; 2)learn combat tactics by demonstration; 3) guide the planningprocess when the goal is to intercept the opponent. A trainingset of example motion trajectories is used to learn twotypes of parameterized models: 1) a second order dynamicalsteering model or 2) the reward vector for a Markov DecisionProcess. Candidate paths from the model serve as themotion model in a set of particle filters for predicting the opponent’slocation at different time horizons. Incorporating theproposed motion models into game bots allows them to customizestheir tactics for specific human players and functionas more capable teammates and adversaries.


Representing and Generating Maps of Large-Scale Virtual Environments for Intelligent Mobile Agents

AAAI Conferences

The prevalence of virtual worlds presents an interesting The research questions we are looking to solve are: challenge for intelligent mobile agents. Online, very largescale, - How to represent maps of large scale, complex environments persistent virtual worlds such as Second Life (Linden Research Inc. 2012) and massively multi-player online games (MMOs) are becoming more popular. As these - How an agent can generate, update and use these maps worlds grow in size there is a challenge in providing intelligent - How can we utilise user-generated information to build agents that can generate and use maps of these environments and improve upon these maps without the need for hard-coding or pre-processing the map.


Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI

AAAI Conferences

This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial Intelligence (AI). The main objective of this research is to increase the quality of AI used in commercial RTS games, which has seen little improvement over the past decade. This objective will be addressed by investigating the use of a learning by observation, case-based reasoning agent, which can be applied to new RTS games with minimal development effort. To be successful, this agent must compare favourably with standard commercial RTS AI techniques: it must be easier to apply, have reasonable resource requirements, and produce a better player. Currently, a prototype implementation has been produced for the game StarCraft, and it has demonstrated the need for processing large sets of input data into a more concise form for use at run-time.


Assistant Agents for Sequential Planning Problems

AAAI Conferences

The problem of optimal planning under uncertainty in collaborative multi-agent domains is known to be deeply intractable but still demands a solution. This thesis will explore principled approximation methods that yield tractable approaches to planning for AI assistants, which allow them to understand the intentions of humans and help them achieve their goals. AI assistants are ubiquitous in video games, mak- ing them attractive domains for applying these planning techniques. However, games are also challenging domains, typically having very large state spaces and long planning horizons. The approaches in this thesis will leverage recent advances in Monte-Carlo search, approximation of stochastic dynamics by deterministic dynamics, and hierarchical action representation, to handle domains that are too complex for existing state of the art planners. These planning techniques will be demonstrated across a range of video game domains.


Narrative Intelligence Without (Domain) Boundaries

AAAI Conferences

Narrative Intelligence (NI) can help computational systems interact with users, such as through story generation, interactive narratives, and believable virtual characters. However, existing NI techniques generally require manually coded domain knowledge, restricting their scalability. An approach that intelligently, automatically and economically acquires script-like knowledge in any domain with strategic crowdsourcing will ease this bottleneck and broaden the application territory of narrative intelligence. This doctoral consortium paper defines the research problem, describes its significance, proposes a feasible research plan towards a Ph.D. dissertation, and reports on its current progress.


Creating Model-Based Adaptive Environments Using Game-Specific and Game-Dependent Analytics

AAAI Conferences

My research involves creating and evaluating adaptive gameenvironments using player models created using data-driventechniques and algorithms. I hypothesize that I will be able tochange parts of a game to elicit certain behaviors from players,and that these changes will also result in an increase ofengagement and/or intrinsic motivation.


Model-Driven AI for Games: Research Plan

AAAI Conferences

The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representation. Ad-hoc scripting languages, simple finite state machines, behaviour trees, and planners are employed, but not in a fashion adhering to any standard. As a result, reuse is sparse between games and formal analysis techniques are undeveloped. As research for a Ph.D. thesis, we propose to show that a layered Statechart-based AI is a suitable formalism for Game AI, enabling the use of model-driven development techniques such as reuse and high-level analysis including model-checking. The fundamentally modular nature of this approach leads naturally to reuse as a fundamental component of the design process. Supported by a clearly defined formalism, useful behavioural analyses become possible, such as testing reactions to various inputs at design time. We also explore transformations at the modelling level to enable procedural generation, allowing rapid deployment of varying AIs. Additionally, such a model allows for the generation of efficient code that can be directly inserted into games. Tool support for reuse, generation, and analysis will be developed, then employed in creating an industrial scale AI, proving that this formalism is appropriate for industrial use.


Toward a Narrative Comprehension Model of Cinematic Generation for 3D Virtual Environments

AAAI Conferences

Most systems for generating cinematic shot sequences for virtual environments focus on the low-level problems of camera placement. While this approach will create a sequence of camera shots which film individual events in a virtual environment, it does not account for the high-level effects shot sequences have on viewer inferences. There are systems which are based on well known cinematography principles such as the rule of thirds and other framing principals, however these usually utilize schemas or predefined shots and do not reason about the high level cognitive effects on the viewer. In this paper a system is proposed which can reason directly about these high-level cognitive and narrative effects of a shot sequence on the viewer’s mental state.