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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.
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.
Causality in Hundreds of Narratives of the Same Events
Tomai, Emmett (University of Texas - Pan American) | Thapa, Laxman (University of Texas - Pan American) | Gordon, Andrew S. (University of Southern California) | Kang, Sin-Hwa (University of Southern California)
Empirical research supporting computational models of narrative is often constrained by the lack of large-scale corpora with deep annotation. In this paper, we report on our annotation and analysis of a dataset of 283 individual narrations of the events in two short video clips. The utterances in the narrative transcripts were annotated to align with known events in the source videos, offering a unique opportunity to study the regularities and variations in the way that different people describe the exact same set of events. We identified the causal relationships between events in the two video clips, and investigated the role that causality plays in determining whether subjects will mention a particular story event and the likelihood that these events will be told in the order that they occurred in the original videos.
Real-Time Adaptive Aโ with Depression Avoidance
Hernandez, Carlos (Universidad Catolica de la Santisima Concepcion) | Baier, Jorge A. (Pontificia Universidad Catolica de Chile)
RTAA* is probably the best-performing real-time heuristic search algorithm at path-finding tasks in which the environ- ment is not known in advance or in which the environment is known and there is no time for pre-processing. As most real- time search algorithms do, RTAAโ performs poorly in presence of heuristic depressions, which are bounded areas of the search space in which the heuristic is too low with respect to their border. Recently, it has been shown that LSS-LRTAโ, a well-known real-time search algorithm, can be improved when search is actively guided away of depressions. In this paper we investigate whether or not RTAAโ can be improved in the same manner. We propose aRTAAโ and daRTAAโ, two algorithms based on RTAAโ that avoid heuristic depressions. Both algorithms outperform RTAAโ on standard path-finding tasks, obtaining better-quality solutions when the same time deadline is imposed on the duration of the planning episode. We prove, in addition, that both algorithms have good theoretical properties
Minstrel Remixed: User Interface and Demonstration
Tearse, Brandon Robert (University of California, Santa Cruz) | Mawhorter, Peter (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
This demo features a user interface for authoring stories and story fragments for use by the Minstrel Remixed story generation system. It also demonstrates Minstrel Remixed in use, allowing users to author story fragments and then have Minstrel Remixed expand these fragments and generate stories based on them. The focus is on the interface for story-fragment authoring, which exposes Minstrel's graph- of-frames knowledge representation format to the user in an interactive manner. It also exposes Minstrel Remixed's story generation capabilities as they exist currently, including the Author-Level Planning (ALP) and Transform Adapt Recall Methods (TRAM) systems.
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.
Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
Yu, Hong (Georgia Institute of Technology) | Trawick, Tyler (Georgia Institute of Technology)
A growing research community is working towards procedurally generating content for computer games and simulation applications with various player modeling techniques. In this paper, we present a two-step procedural content generation framework to minimize players' frustration and/or boredom according to player feedback and gameplay features. In the first step, we dynamically categorize the player styles based on a simple questionnaire beforehand and the gameplay features. In the second step, two player models (frustration and boredom) are built for each player style category. A ranking algorithm is utilized for player modeling to address two problems inherent in player feedback: inconsistency and inaccuracy. Experiment results on a testbed game show that our framework can generate less boring/frustrating levels with very high probabilities.
Any-Angle Path Planning for Computer Games
Yap, Peter Kai Yue (University of Alberta) | Burch, Neil (University of Alberta) | Holte, Robert C. (University of Alberta) | Schaeffer, Jonathan (University of Alberta)
Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is unneeded. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*'s performance, Block A* is never worse than A* nor require any knowledge of the map. In our experiments, Block A* is ideal for games with randomly generated maps, large maps, or games with a highly dynamic multi-agent environment. Furthermore, in the domain of grid-based any-angle path planning, we show that Block A* is an order of magnitude faster than the previous best any-angle path planning algorithm, Theta*. We empirically show our results using maps from Dragon Age: Origins and Starcraft. Finally, we introduce ``populated game maps'' as a new test bed that is a better approximation of real game conditions than the standard test beds of this field. The main contributions of this paper is a more rigorous set of experiments for Block A*, and introducing a new test bed (populated game maps) that is a more accurate representation of actual game conditions than the standard test beds.
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.