Social Play in Non-Player Character Dialog

AAAI Conferences

Non-player characters in games generally lack believability and deep interactivity. The AI system Comme il Faut begins to tackle this by modeling social state and behaviors for game characters. The player initiates social exchanges and the dialog and outcome are generated and displayed in their entirety. In this paper we present a model called social prac-tices to extend Comme il Faut. Social practices increase the playability of social play by modeling social interactions at a more granular level and adding interactivity at each stage. This model also moves away from dialog trees to a more modular form of authoring to support the additional com-plexity.


Comme il Faut: A System for Authoring Playable Social Models

AAAI Conferences

Authoring interactive stories where the player is afforded a wide range of social interactions results in a very large space of possible social and story situations. The amount of effort required to individually author for each of these circumstances can quickly become intractable. The social AI system Comme il Faut (CiF) aims to reduce the burden on the author by providing a playable model of social interaction where the author provides reusable and recombinable representations of social norms and social interactions. Motivated through examples from an in-development video game, Prom Week, this paper provides a detailed description of the structures with which CiF represents social knowledge and how this knowledge is employed to simulate social interactions between characters.


Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters

AAAI Conferences

This paper describes work towards the goal of enabling unscripted interaction with non-player characters in virtual environments.  We hypothesize that we can define a layer of social affordances, based on physical and non-verbal signals exchanged between individuals and groups, which can be reused across games.  We have implemented a first version of that substrate that employs whole body interaction with virtual characters and generates nuanced, real-time character performance in response.  We describe the playable experience produced by the system, the implementation architecture (based on the behavior specification technology used in Façade, the social model employed in Prom Week, and gesture recognition technology), and illustrate the key behaviors and programming idioms that enable character performance.  These idioms include orthogonal coding of attitudes and activities, use of relational rules to nominate social behavior, use of volition rules to rank options, and priority based interleaving of character animations.



A Framework for Playable Social Dialogue

AAAI Conferences

Non-player characters in games generally lack believability and deep interactivity. The AI system Ensemble begins to tackle this by modeling social state and behaviors for game characters. With previous versions of Ensemble, the player initiates social exchanges and the system generates the dialogue and outcome and displays them in their entirety. In this paper we present an extension to Ensemble comprised of a model of playable social dialogue called social practices. Social practices increase the playability of character interactions and add interactivity at each stage of dialogue. Additionally, this work enables a more modular form of authoring to support the additional complexity.