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Toward a Computational Model of Character Personality for Planning-Based Narrative Generation
Bahamon, Julio Cesar (North Carolina State University)
Authoring narrative content for interactive digital media can be both difficult and time consuming.The research proposed here aims at enhancing the capabilities of content creators through the development of a computational model that improves the quality of automatically generated stories, potentially decreasing the burden placed on the author. The quality and believability of a story can be significantly enhanced by the presence of compelling characters. To achieve this objective, I aim to develop a choice-based computational model that facilitates the automatic generation of narrative that includes characters that are made more compelling by the presence of distinct personality characteristics.
RoleModelVis: A Visualization of Logical Story Models
Chen, Sherol (University of California, Santa Cruz) | Deunsing, Andrew (University of California, Santa Cruz) | Kong, Peter (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
In this demo we present a visualization of formalized representations of story. Introducing the interactive to storytelling requires the management of experiences that a user creates by their decisions. These sorts of variations can have impact on not only the user, but also the retrievable content appropriate to present to the user. The overall contribution of this work is to identify the player impact of story variation by modeling supplementary variations, and systematically responding to player interaction through supplementary variation, while respecting the authorโs intentions by maintaining the integrity of the core story skeleton.
The Gold Standard: Automatically Generating Puzzle Game Levels
Williams-King, David (University of Calgary) | Denzinger, Jรถrg (University of Calgary) | Aycock, John (University of Calgary) | Stephenson, Ben (University of Calgary)
KGoldrunner is a puzzle-oriented platform game with dynamic elements. This paper describes Goldspinner, an automatic level generation system for KGoldrunner. Goldspinner has two parts: a genetic algorithm that generates candidate levels, and simulations that use an AI agent to attempt to solve the level from the player's perspective. Our genetic algorithm determines how "good" a candidate level is by examining many different properties of the level, all based on its static aspects. Once the genetic algorithm identifies a good candidate, simulations are performed to evaluate the dynamic aspects of the level. Levels that are statically good may not be dynamically good (or even solvable), making simulation an essential aspect of our level generation system. By carefully optimizing our genetic algorithm and simulation agent we have created an efficient system capable of generating interesting levels in real time.
Simulating Adaptive Quests for Increased Player Impact in MMORPGs
Tomai, Emmett (University of Texas - Pan American) | Salazar, Rosendo (University of Texas - Pan American)
In this paper, we present adaptive quests, an extension to the dominant quest model that guides and motivates gameplay in MMORPG shared worlds. The standard model has proven effective, but is significantly incompatible with the desire for player driven change in the world. We present an incremental step to increasing player impact, discuss the problems it creates with the quest model, and show how adaptive quests can help reconcile the two. We present simulation experiments supporting not only that adaptive quests help mitigate those problems, but that they can actually improve them over the standard model.
Player Profiling with Fallout 3
Spronck, Pieter (Tilburg University) | Balemans, Iris (Tilburg University) | Lankveld, Giel van (Tilburg University)
In previous research we concluded that a personality profile, based on the Five Factor Model, can be constructed from observations of a playerโs behavior in a module that we designed for Neverwinter Nights (Lankveld et al. 2011a). In the present research, we investigate whether we can do the same thing in an actual modern commercial video game, in this case the game Fallout 3. We stored automatic observations on 36 participants who played the introductory stages of Fallout 3. We then correlated these observations with the participantsโ personality profiles, expressed by values for five personality traits as measured by the standard NEO-FFI questionnaire. Our analysis shows correlations between all five personality traits and the game observations. These results validate and generalize the results from our previous research (Lankveld et al. 2011a). We may conclude that Fallout 3, and by extension other modern video games, allows players to express their personality, and can therefore be used to create personality profiles.
Glengarry Glen Ross: Using BDI for Sales Game Dialogues
Muller, Tijmen Joppe (TNO) | Heuvelink, Annerieke (TNO) | Karel Bosch, van den (TNO) | Swartjes, Ivo (Ranj Serious Games)
Serious games offer an opportunity for players to learn communication skills by practicing conversations with nonplaying characters (NPCs). To realize this potential, the player needs freedom of play to discover the relationships between its actions and their effects on the partner and the conversation. Scripting is currently the common approach to design in-game dialogue. Although scripting is a robust technique, the approach tends to produce deterministic conversations, allowing little control to the player. It is claimed that a Belief-Desire-Intention (BDI) approach to model the behavior of NPCs allows greater freedom to the player, and delivers better scalability and re-use of dialogues. This claim is evaluated by using BDI in the development of a sales-talk training game in the real-estate domain. It is concluded that BDI enables representative NPCs that respond appropriately and the game allows the player its freedom of choice to explore. The results also showed that BDI brings about new challenges to address, in order to further increase the quality of in-game dialogue.
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Kadlec, Rudolf (Charles University in Prague) | Toth, Csaba (Charles University in Prague) | Cerny, Martin (Charles University in Prague) | Bartak, Roman (Charles University in Prague) | Brom, Cyril (Charles University in Prague)
Recent development in game AI has seen action planning and its derivates being adapted for controlling agents in classical types of games, such as FPSs or RPGs. Complementary, one can seek new types of gameplay elements inspired by planning. We propose and formally define a new game "genre" called anticipation games and demonstrate that planning can be used as their key concept both at design time and run time. In an anticipation game, a human player observes a computer controlled agent or agents, tries to predict their actions and indirectly helps them to achieve their goal. The paper describes an example prototype of an anticipation game we developed. The player helps a burglar steal an artifact from a museum guarded by guard agents. The burglar has incomplete knowledge of the environment and his plan will contain pitfalls. The player has to identify these pitfalls by observing burglar's behavior and change the environment so that the burglar replans and avoids the pitfalls. The game prototype is evaluated in a small-scale human-subject study, which suggests that the anticipation game concept is promising.
TEAM-IT : Location-Based Gaming in Real and Virtual Environments
Frazier, Spencer John (University of Southern California) | Newnan, Alex (University of Southern California) | Maheswaran, Rajiv (University of Southern California) | Chang, Yu-Han (University of Southern California) | Frangoudes, Fotos (University of Southern California)
Location-based games are an emerging paradigm fortraining, simulation, entertainment, health and many other domains. In this paper, we consider the role of artificialagents in such games. We also examine how human teams perform when given the same game, playedin both a real environment with mobile devices and alsoin a virtual environment that replicates the real environment.We perform the first direct comparison of real andvirtual instantiations of the same location-based game.We show the similarities and differences in game playand then investigate how adding an advice-giving agentchanges the experience.
When Players Quit (Playing Scrabble)
Harrison, Brent (North Carolina State University) | Roberts, David (North Carolina State University)
What features contribute to player enjoyment and player retentionhas been a popular research topic in video games research;however, the question of what causes players to quit agame has received little attention by comparison. In this paper,we examine 5 quantitative features of the game Scrabblesquein order to determine what behaviors are predictors ofa player prematurely ending a game session. We identified afeature transformation that notably improves prediction accuracy.We used a naive Bayes model to determine that there areseveral transformed feature sequences that are accurate predictorsof players terminating game sessions before the endof the game.We also identify several trends that exist in thesesequences to give a more general idea as to what behaviorsare characteristic early indicators of players quitting.
Mining Rules from Player Experience and Activity Data
Gow, Jeremy (Imperial College London) | Colton, Simon (Imperial College London) | Cairns, Paul (University of York) | Miller, Paul (Rebellion Developments Ltd)
Feedback on player experience and behaviour can be invaluable to game designers, but there is need for specialised knowledge discovery tools to deal with high volume playtest data. We describe a study witha commercial third-person shooter, in which integrated player activity and experience data was captured and mined for design-relevant knowledge. We demonstrate that association rule learning and rule templates can be used to extractmeaningful rules relating player activity and experience during combat. We found that the number, type and quality of rules varies between experiences, and is affected by feature distributions. Further work is required on rule selection and evaluation.