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Minstrel Remixed: Procedurally Generating Stories

AAAI Conferences

The first major story generation system, which preceded Minstrel and which While ongoing progress in digital entertainment also received significant attention, is Tale-Spin (Meehan technology continues, commercial designers still largely 1977). Like Minstrel, this system generates stories which eschew systems for procedural story generation, preferring satisfy user-submitted requirements. Tale-Spin creates instead to generate content by hand. In the academic English stories by planning a method for the main literature, projects such as (Appling & Riedl 2009, Roberts character to achieve her or his goal, using inferences and & Isbell 2009) continue to investigate ways to improve the rules to generate a large number of details about a story nuances of interactive storytelling while others attempt to (many of which do little contribute to an audience create their own systems to investigate ways to use experience). This contrasts nicely with Minstrel, which knowledge from interactive narrative and story generation performs no logical inferences and which performs all in new fields such as playable games (Drachen & Hitchens actions from the point of view of an author, manipulating et al. 2009, Sullivan, Mateas & Wardrip-Fruin 2009).


An Automated Model-Based Adaptive Architecture in Modern Games

AAAI Conferences

This paper proposes an automatic model-based approach that enables adaptive decision making in modern virtual games. It builds upon the Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture which has shown to provide plausible adaptive decision making in modern games. However, it suffers from highly time-consuming manual model specification problems. By incorporating an automated priority sweeping based model builder for the MDP, as well as using the Tactical Agent Personality for the POMDP, the work in this paper aims to resolve these problems. Empirical proof of concept is shown based on an implementation in a modern game scenario, whereby the enhanced IMPLANT agent is shown to exhibit superior adaptation performance over the old IMPLANT agent whilst eliminating manual model specifications and at the same time still maintaining plausible speeds.


Player Modeling in Civilization IV

AAAI Conferences

This research aims at building a preference-based player model of Civilization IV players. Our model incorporates attributes which are defined for AI players. We use a sequential minimal optimization (SMO) classifier to build the player model based on a training set with observations of a large number of games between six AI players. The model was validated on a test set of games between the same six AI players. While it did not seem to generalize well to the preferences of different AI players, it did manage to accurately predict some of the preferences for a veteran human player. Further tests showed that AI players with the same play styles but different preference values were often confused by the model. We conclude that for a complex game such as Civilization IV a model that attempts to accurately predict specific preference values is hard to construct. A model that focusses on play styles might succeed better.


Novice-Friendly Authoring of Plan-Based Interactive Storyboards

AAAI Conferences

Story Canvas is a visual authoring tool for the creation of interactive, generative stories. Aimed at authors without a technical background in computational storytelling, our system takes an existing author goal-based narrative planning architecture and adds a highly visual authoring and reading interface to the technology, using the language of storyboards and comics as a framework for both authoring and interacting with the resulting narratives. In this paper we describe Story Canvas and its evolution from our previous authoring work, including how our interface choices have been driven by our previous experiences with non-technical authors, and describe the details of translating the visual authoring constructs into story plans within the story generator.


Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition

AAAI Conferences

Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about choke points and regions of open space in their environment. This paper presents an algorithm which partitions the environment into a set of polygonal regions and computes optimal choke points between adjacent regions. This representation can be used as a component for AI agents to reason about terrain, plan multiple routes of attack, and make other tactical decisions. The algorithm is tested on a set of popular maps commonly used in international Starcraft competitions and evaluated against answers made by human participants. The algorithm identified 97% of the choke points that the participants found and also identified a number of bottlenecks that human participants did not recognize as choke points.


Behavior Compilation for AI in Games

AAAI Conferences

In order to cooperate effectively with human players, characters need to infer the tasks players are pursuing and select contextually appropriate responses. This process of parsing a serial input stream of observations to infer a hierarchical task structure is much like the process of compiling source code. We draw an analogy between compiling source code and compiling behavior, and propose modeling the cognitive system of a character as a compiler, which tokenizes observations and infers a hierarchical task structure. An evaluation comparing automatically compiled behavior to human annotation demonstrates the potential for this approach to enable AI characters to understand the behavior and infer the tasks of human partners.


A Monte Carlo Approach for Football Play Generation

AAAI Conferences

Learning effective policies in multi-agent adversarial games is a significant challenge since the search space can be prohibitively large when the actions of all the agents are considered simultaneously. Recent advances in Monte Carlo search methods have produced good results in single-agent games like Go with very large search spaces. In this paper, we propose a variation on the Monte Carlo method, UCT (Upper Confidence Bound Trees), for multi-agent, continuous-valued, adversarial games and demonstrate its utility at generating American football plays for Rush Football 2008. In football, like in many other multi-agent games, the actions of all of the agents are not equally crucial to gameplay success. By automatically identifying key players from historical game play, we can focus the UCT search on player groupings that have the largest impact on yardage gains in a particular formation.


A Command Language for Taskable Virtual Agents

AAAI Conferences

In this paper, we report progress on making synthetic characters more taskable. In particular, we present an English-like command language that lets one specify complex behaviors an agent should carry out in a virtual environment. We also report compilers that translate English commands into a formal notation and formal statements into procedures for Icarus, an agent architecture that supports reactive execution. To demonstrate the benefits of such taskability, we have integrated Icarus with Twig, which provides a simulated physical environment with humanoid agents. We use the command language to specify three complex activities, including responding to an object contingently, collecting and storing a set of objects, and negotiating with another agent in order to purchase an item. We also discuss related work on controlling synthetic characters, along with paths for additional research on taskability.


Polymorph: A Model for Dynamic Level Generation

AAAI Conferences

Players begin games at different skill levels and develop their skill at different rates—so that even the best-designed games are uninterestingly easy for some players and frustratingly difficult for others. A proposed answer to this challenge is Dynamic Difficulty Adjustment (DDA), a general category of approaches that alter games during play, in response to player performance. However, nearly all these techniques are focused on basic parameter tweaking, while the difficulty of many games is connected to aspects that are more challenging to adjust dynamically, such as level design. Further, most DDA techniques are based on designer intuition, which may not reflect actual play patterns. Responding to these challenges, we have created Polymorph, which employs techniques from level generation and machine learning to understand level difficulty and player skill, dynamically constructing levels for a 2D platformer game with continually-appropriate challenge. We present the results of the user study on which Polymorph's model of level difficulty is based, as well as a discussion of the unique features of the model. We believe Polymorph creates a play experience that is unique because the changes are both personalized and structural, while also providing an example of a new application of machine learning to aid game design.


Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption

AAAI Conferences

Team coordination of non-player characters can create a deeper sense of immersion in real-time games by allowing characters to work together to produce better tactics and strategy. Achieving multi-agent coordination can be a difficult problem, and can incur substantial computational costs. Our goal with this work is to produce a reactive method for coordinating game characters that will allow computationally inexpensive team coordination. Reactive teaming creates teams of agents through the use of simple constant-time agent interactions without increasing the difficulty of authoring game characters.