Thue, David
Solving Witness-type Triangle Puzzles Faster with an Automatically Learned Human-Explainable Predicate
Stevens, Justin, Bulitko, Vadim, Thue, David
Automatically solving puzzle instances in the game The Witness can guide players toward solutions and help puzzle designers generate better puzzles. In the latter case such an Artificial Intelligence puzzle solver can inform a human puzzle designer and procedural puzzle generator to produce better instances. The puzzles, however, are combinatorially difficult and search-based solvers can require large amounts of time and memory. We accelerate such search by automatically learning a human-explainable predicate that predicts whether a partial path to a Witness-type puzzle is not completable to a solution path. We prove a key property of the learned predicate which allows us to use it for pruning successor states in search thereby accelerating search by an average of six times while maintaining completeness of the underlying search. Conversely given a fixed search time budget per puzzle our predicate-accelerated search can solve more puzzle instances of larger sizes than the baseline search.
Towards a Formal Model of Narratives
Castricato, Louis, Biderman, Stella, Cardona-Rivera, Rogelio E., Thue, David
In this paper, we propose the beginnings of a formal framework for modeling narrative \textit{qua} narrative. Our framework affords the ability to discuss key qualities of stories and their communication, including the flow of information from a Narrator to a Reader, the evolution of a Reader's story model over time, and Reader uncertainty. We demonstrate its applicability to computational narratology by giving explicit algorithms for measuring the accuracy with which information was conveyed to the Reader and two novel measurements of story coherence.
Toward a Unified Understanding of Experience Management
Thue, David (Reykjavik University) | Bulitko, Vadim (University of Alberta)
We present a new way to represent and understand experience managers — AI agents that tune the parameters of a running game to pursue a designer's goal. Existing representations of AI managers are diverse, which complicates the task of drawing useful comparisons between them. Contrary to previous representations, ours uses a point of unity as its basis: that every game/manager pair can be viewed as only a game with the manager embedded inside. From this basis, we show that several common, differently-represented concepts of experience management can be re-expressed in a unified way. We demonstrate our new representation concretely by comparing two different representations, Search-Based Drama Management and Generalized Experience Management, and we present the insights that we have gained from this effort.
Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling
Stefnisson, Ingibergur Sindri (Reykjavik University) | Thue, David (Reykjavik University)
Authoring in the context of Interactive Storytelling (IS) is inherently difficult, and there is a need for authoring tools that both enable and assist authors in the creation of new content. In this paper, we discuss our approach for creating an AI-assisted authoring tool via the concept of mixed-initiative systems. We introduce our tool, Mimisbrunnur, which uses this concept to assist authors in the creation of story content. We explain how the tool functions and introduce its fundamental components, including Natural Language Processing, a Suggestion Generator, and three authoring modules.
Implementation Cost and Efficiency for AI Experience Managers
Thue, David (University of Alberta and University of Regina) | Bulitko, Vadim (University of Alberta) | Hamilton, Howard J. (University of Regina)
The study of Artificial Intelligence (AI) experience managers seeks to create software agents that can support compelling, interactive user experiences without needing any online guidance from human experts. Evaluating the utility of such AI managers is important in both academia and industry, both for measuring our progress in the field and for estimating a given manager's practical viability. While several methods have been studied that evaluate a manager's effectiveness, relatively few have explored the question of how costly a manager might be to implement in practice. We explore the latter question in this paper, presenting a formal way to estimate the cost of implementing an AI experience manager at scale.
Procedural Game Adaptation: Framing Experience Management as Changing an MDP
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta)
In this paper, we present the Procedural Game Adaptation (PGA) framework: a designer-controlled way to adapt the Changing the dynamics of a video game (i.e., how the dynamics of a given video game during end-user play. When player's actions affect the game world) is a fundamental tool implemented, this framework produces a deterministic, online of video game design. In Pac-Man, eating a power pill allows adaptation agent (called an experience manager (Riedl the player to temporarily defeat the ghosts that pursue et al. 2011)) that automatically performs two tasks: 1) it and threaten her for the vast majority of the game; in Call gathers information about a game's current player, 2) it of Duty 4, taking the perk called "Deep Impact" allows the uses that information to estimate which of several different player's bullets to pass through certain walls without being changes to the game's dynamics will maximize some playerspecific stopped. The parameters of such changes (e.g., how much value (e.g., fun, sense of influence, etc.). the ghosts slow down while vulnerable) are usually determined by the game's designers long before its release, with
A Computational Model of Perceived Agency in Video Games
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta) | Romanuik, Trevon (University of Alberta)
Agency, being one's ability to perform an action and have some influence over the world, is fundamental to interactive entertainment. Although much of the games industry is concerned with providing more agency to its players, what seems to matter more is how much agency each player will actually perceive. In this paper, we present a computational model of this phenomena, based on the notion that the amount of agency that one perceives depends on how much they desire the outcomes that result from their decisions. Using a structure for high-agency stories that we designed specifically for this intent, we present the results of a 141-participant user study that tests our model's ability to select subsequent events in an original interactive story. Using a newly validated survey instrument for measuring both agency and fun, we found with a high degree of confidence that event sequences selected by our model result in players perceiving more agency than players who experience event sequences that our model does not recommend.
Socially Consistent Characters in Player-Specific Stories
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta) | Webb, Michael (University of Alberta)
In the context of interactive, virtual experiences, the use of personality models to maintain consistent character behaviour is becoming more widespread in both industry and academia. Most current techniques, however, are limited in one of three ways: either they overly restrict user actions, have a high cost for creating varied content, or rely on a representation that prohibits conveying complex content to the user. Toward addressing these issues, we introduce Socially Consistent Role Passing, a mechanism for ensuring consistent character behaviour that leverages the design of PaSSAGE, an existing system for generating adaptive, interactive stories. While results from previous human user studies have shown that PaSSAGE improves the enjoyment of players with little gaming experience, we present results from a new study showing that PaSSAGE's adaptive stories, augmented with Socially Consistent Role Passing, improve the enjoyment of all players versus a set of fixed-structure alternatives.