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Collaborating Authors

 Wardrip-Fruin, Noah


Social Simulation for Social Justice

AAAI Conferences

We argue that social simulation can help us understand social justice issues. In particular, modeling certain social dynamics within computational systems can be used to creatively explore and better understand the social and identity dynamics of oppression. Writing theories of oppression in code forces us to explicate everything, and question what we leave out or what we can’t account for. As an early step in this direction, we present an in-progress social simulation of group discussion in activist meetings, developed in the already-existing AI system, Ensemble. Through this minimal, highly constrained social arena, we can explore wide-reaching phenomena like privilege, intersectionality, and power dynamics in nonhierarchical groups, but in a way that’s grounded in concrete, person-to-person interactions. We propose that this kind of social simulation can aid in the process of unlearning hegemonic ways of being, and imagining liberatory alternatives.


Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town

AAAI Conferences

The Expressive Intelligence Studio is developing a new approach to freeform conversational interaction in playable media that combines dialogue management, natural language generation (NLG), and natural language understanding. In this paper, we present our method for dialogue generation, which has been fully implemented in a game we are developing called Talk of the Town . Eschewing a traditional NLG pipeline, we take up a novel approach that combines human language expertise with computer generativity. Specifically, this method utilizes a tool that we have developed for authoring context-free grammars (CFGs) whose productions come packaged with explicit metadata. Instead of terminally expanding top-level symbols — the conventional way of generating from a CFG — we employ an unusual middle-out procedure that targets mid-level symbols and traverses the grammar by both forward chaining and backward chaining, expanding symbols conditionally by testing against the current game state. In this paper, we present our method, discuss a series of associated authoring patterns, and situate our approach against the few earlier projects in this area.


Proceduralist Readings, Procedurally

AAAI Conferences

While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” often limited to what can be handencoded by system authors. Proceduralist readings, a way of deriving meaning for games based on their underlying processes and interactions in conjunction with aesthetic and cultural cues, offer a novel, systematic approach to game understanding. We formalize proceduralist argumentation as a logic program that performs static reasoning over game specifications to derive higher-level meanings (e.g., deriving dynamics from mechanics), opening the door to broader and more culturally-situated game generation.


Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance

AAAI Conferences

Computationally assisted performance is a burgeoning area for AI applications, and an important stepping stone toward the dream of generative and personalized narrative experiences. As more pieces of computationally assisted performance are developed, it will become ever more important to develop a vocabulary with which to describe them. Inspired by previous work in creating taxonomies for other related domains, this paper outlines a taxonomy for performance-based experiences, drawn from digital games, traditional theatre, and the hybrid of the two. Having such a taxonomy not only creates a common language with which to discuss such experiences, but reveals unexplored design space in the field, and the particular applications of artificial intelligence necessary to realize them.


Juke Joint: Characters Who Are Moved By Music

AAAI Conferences

We present Juke Joint , a small work of interactive storytelling that demonstrates an extension to the Talk of the Town framework by which characters form thoughts, expressed in natural language, that are elicited by environmental stimuli. Juke Joint takes place in a procedurally generated American small town, in a bar with a haunted jukebox and two patrons facing personal dilemmas; the player is a ghost whose only action is to select which song from the jukebox will play. As the lyrics of the song emanate from the machine, thoughts are elicited in the minds of the patrons, constituting streams of consciousness that may eventually lead them to resolutions of their respective dilemmas. In this paper, we outline the game and also the AI architecture that makes it possible; the latter combines a light simulation of stimulus processing with a novel approach to natural language generation.


Playable Experiences at AIIDE 2016

AAAI Conferences

The AIIDE Playable Experiences track celebrates innovations in how AI can be used in polished interactive experiences. Four 2016 accepted submissions display a diversity of approaches. Rogue Process combines techniques for medium-permanence procedurally generated hacking worlds. Elsinore applies temporal predicate logic to enable a time-traveling narrative with character simulation. A novel level generator uses conceptual blending to translate Mario Bros. design styles across levels. And Bad News uses deep simulation of a town and it's residents to ground a mixed-reality performance. Together these playable experiences showcase the opportunities for AI in interactive experiences.


Toward Natural Language Generation by Humans

AAAI Conferences

Natural language generation (NLG) has been featured in at most a handful of shipped games and interactive stories. This is certainly due to it being a very specialized practice, but another contributing factor is that the state of the art today, in terms of content quality, is simply inadequate. The major benefits of NLG are its alleviation of authorial burden and the capability it gives to a system of generating state-bespoke content, but we believe we can have these benefits without actually employing a full NLG pipeline. In this paper, we present the preliminary design of Expressionist, an in-development mixed-initiative authoring tool that instantiates an authoring scheme residing somewhere between conventional NLG and conventional human content authoring. In this scheme, a human author plays the part of an NLG module in that she starts from a set of deep representations constructed for the game or story domain and proceeds to specify dialogic content that may express those representations. Rather than authoring static dialogue, the author defines a probabilistic context-free grammar that yields templated dialogue. This allows a human author to still harness a computer's generativity, but in a capacity in which it can be trusted: operating over probabilities and treelike control structures. Additional features of Expressionist's design include arbitrary markup and realtime feedback showing currently valid derivations.


Toward Characters Who Observe, Tell, Misremember, and Lie

AAAI Conferences

Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports gameplay with non-player characters who observe and form knowledge about the world, propagate knowledge to other characters, misremember and forget knowledge, and lie. We outline this framework through the lens of a gameplay experience that is intended to showcase it, called Talk of the Town, which we are currently developing. From a review of earlier projects, we find that our system has a novel combination of features found only independently across other systems, and that it is among the first to support character memory fallibility.


Playspecs: Regular Expressions for Game Play Traces

AAAI Conferences

We introduce Playspecs, an application of omega-regular expressions to specifying play traces (sequences of game states or events unfolding over time). This connects the automated analysis and model checking of games to the literature on formal software verification via Bu ̈chi automata. We show how to define desirable or undesirable sequences of game events with Playspecs and how associated algorithms can find examples (or prove the impossibility) of such sequences. Playspecs have two main benefits over existing techniques for specifying the behaviors of a game over time. First, they offer a scalable commitment to formal modeling: the same Playspecs can filter existing traces gathered by telemetry, search for satisfying traces using existing game code, or drive formal verification when paired with a logical model of a game. Second, Playspecs' syntax can be customized for the game engine or game in question so designers may write specifications using their game's native vocabulary. We define Playspecs' syntax and semantics (modulo gamespecific customizations) and outline algorithms for each of the applications mentioned above, providing examples from the social simulation game Prom Week and the puzzle game engine PuzzleScript.


Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad

AAAI Conferences

Dunyazad is a system which creates narrative choices à la Choose-Your-Own-Adventure books. It attempts to generate choices that achieve specific poetic effects. This paper demonstrates Dunyazad’s ability to manage player expectations by having it generate three distinct choice structures: obvious choices, relaxed choices, and dilemmas. Using answer set programming, Dunyazad’s choice generation system directly encodes a theory of choice poetics, so flaws in its output can inform both the system and the theory itself. Survey data presented here thus not only validate that players’ perceptions match Dunyazad’s intentions, but also have implications for the theory of choice poetics. Statistical analysis of our data indicates that Dunyazad can successfully construct obvious choices, relaxed choices, and dilemmas.