Young, R. Michael
Plan-Based Intention Revision
Amos-Binks, Adam (North Carolina State University) | Young, R. Michael (University of Utah)
Plan-based story generation has operationalized concepts from the Belief-Desire-Intention (BDI) theory of mind to create goal-driven character agents with explainable behavior. However, these character agents are limited in that they do not capture the dynamic nature of intentions. To address this limitation, we define a plan-based intention revision model and propose an evaluation using the QUEST cognitive model to assess the explainability of an intention revision.
Generating Stories that Include Failed Actions by Modeling False Character Beliefs
Thorne, Brandon R. (North Carolina State University) | Young, R. Michael (University of Utah)
Previous work on story planning has lacked a knowledge representation for characters that make mistakes in the execution of their actions. In particular, characters' execution mistakes that arise from errors in belief have not been modeled. In this paper, we describe a state-space planning system and its belief model, together called HeadSpace, that generates stories that track and manipulates characters' belief about the story world around them. This model is used to produce actions in stories that are attempted but that fail. We show an example story plan that contains failed-action content that cannot be generated by typical planning-based approaches to story creation.
Planning Graphs for Efficient Generation of Desirable Narrative Trajectories
Amos-Binks, Adam (North Carolina State University) | Potts, Colin (North Carolina State University) | Young, R. Michael (University of Utah)
A goal of Experience Managers (EM) is to guide users through a space of narrative trajectories, or story branches, in an Interactive Narrative (IN). When a user performs an action that deviates from the intended trajectory, the EM uses a mediation strategy called accommodation to transition the user to a new desirable trajectory. However, generating the trajectory options then selecting the appropriate one is computationally expensive and at odds with the low-latency needs of an IN. We define three desirable properties (exemplar trajectories, narrative-theoretic comparison, and efficiency) that general solutions would possess and demonstrate how our plan-based Intention Dependency Graph addresses them.
Directing Intentional Superposition Manipulation
Robertson, Justus (North Carolina State University) | Amos-Binks, Adam (North Carolina State University) | Young, R. Michael (University of Utah)
Strong story interactive narratives (IN) are stories that branch based on participant actions where all branches conform to a set of predefined constraints. However, participants in these systems may create branches where the constraints no longer hold. Strong story experience management, the process of generating IN trees, can be viewed as a game where the experience management agent wins if the story constraints hold during gameplay and loses if they are broken. In domains where the player has incomplete information of the story world, the experience manager can take action by shifting the player between alternate states that are consistent with the player's observations in order to maximize the probability that constraints will hold. This process is called superposition manipulation. In this paper we present a method of estimating the number of goal states reachable from different states in order to make informed decisions during superposition manipulation.
Sketching a Generative Model of Intention Management for Characters in Stories: Adding Intention Management to a Belief-Driven Story Planning Algorithm
Young, R. Michael (University of Utah)
Previous work on story planning has shown success in the generation of plans that are both intention-coherent and demonstrate aspects of inter-character conflict. However, the initial models of intention and conflict have been limited, in that they lack methods to generate story plots wherecharacters drop sub-plans to achieve their goals in believably consistent and expressive ways and adopt new sub-plans in the face of plan failure. In current work, we have developed models of failed actions in stories that go hand in hand with erroneous belief models for character. Motivated by characterizations of rational agents' intentions as choice combined with commitment, we provide a framing of the plan generation process that is intended to show how characters form their own plans to achieve their own goals, act upon those plans until they feel that conditions no longer support their plans, and then re-plan in the face of adversity to achieve their goals. We show an example story plan that contains several types of character-based intention dynamics targeted by our approach.
Automated Screenplay Annotation for Extracting Storytelling Knowledge
Winer, David R. (University of Utah) | Young, R. Michael (University of Utah)
Narrative screenplays follow a standardized format fortheir parts (e.g., stage direction, dialogue, etc.) including short descriptions for what, where, when, and howto film the events in the story (shot headings). We created a grammar based on the syntax of shot headings toextract this and other discourse elements for automatic screenplay annotation. We test our annotator on over a thousand raw screenplays from the IMSDb screenplay corpus and make the output available for narrative intelligence research.
Playable Experiences at AIIDE 2015
Cook, Michael (Falmouth University) | Eiserloh, Squirrel (Southern Methodist University) | Robertson, Justus (North Carolina State University) | Young, R. Michael (North Carolina State University) | Thompson, Tommy (Table Flip Games / University of Derby) | Churchill, David (Lunarch Studios / University of Alberta) | Cerny, Martin (Charles University in Prague) | Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta)
A Tripartite Plan-Based Model of Narrative for Narrative Discourse Generation
Barot, Camille (North Carolina State University) | Potts, Colin Murray (North Carolina State University) | Young, R. Michael (North Carolina State University)
The story is particular medium. However, the discourse layer is not simply a conceptualization of the world of the narrative, with the an ordered subset of elements of the story layer. Genette characters, actions and events that it contains, while the discourse argues that every discourse implies a narrator. In this, the is composed of the communicative elements that participate discourse is an intentional structure through which the narrator in its telling. Research on computational models of "regulates the narrative information" given to the audience, narrative has produced many models of story, based for instance and its representation should include these intentions.
Interactive Narrative Intervention Alibis through Domain Revision
Robertson, Justus (North Carolina State University) | Young, R. Michael (North Carolina State University)
Interactive narrative systems produce branching story experiences for a human user using an interactive world. A class of interactive narrative systems, called strong story systems, manage a user's experience by manipulating the interactive world and its characters according to a formal story model. In these systems, a human user may place the world into a state such that the formal story model can no longer control interaction. One solution to this problem, called intervention, is to exchange the undesirable outcomes of a player's action for a set that do not violate the story model. However, the player may become aware that their intended action is being intervened against by a context-sensitive, meta-narrative process. In this paper we describe a method of ensuring game world alibis for interventions through domain modification of world mechanics.
Automated Gameplay Generation from Declarative World Representations
Robertson, Justus (North Carolina State University) | Young, R. Michael (North Carolina State University)
An open area of research for AI in games is how to provide unique gameplay experiences that present specialized game content to users based on their preferences, in-game actions, or the system's goals. The area of procedural content generation (PCG) focuses on creating or modifying game worlds, assets, and mechanics to generate tailored or personalized game experiences. Similarly, the area of interactive narrative (IN) focuses on creating or modifying story worlds, events, and domains to generate tailored or personalized story experiences. In this paper we describe a game engine that utilizes a PCG pipeline to generate and control a range of gameplay experiences from an underlying IN experience management construct.