Experience Management with Beliefs, Desires, and Intentions for Virtual Agents

Farrell, Rachelyn (University of New Orleans)

AAAI Conferences 

Intelligent interactive narrative systems often use an experience manager to govern the behavior of non-player characters in a way that guides the story towards its author's agenda, which may be for entertainment, education, training, or other purposes. For such systems, a central challenge is creating believable virtual characters. The Belief Desire Intention framework (Bratman 1987) is often cited as a goal for researchers in this field; for characters to seem realistic, a human audience should attribute beliefs, desires, and intentions to them. Much of my prior work has focused on belief; my goal for the future is to finish the work on belief, and to implement a new model of desire and intention that explicitly reasons about characters' commitment to certain plans of action. Experience management has been framed as a plot graph traversal problem which is jointly solved by the player and an AI experience manager (Bates 1992; Weyhrauch 1997).