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 Northwestsern University


CatSAT: A Practical, Embedded, SAT Language for Runtime PCG

AAAI Conferences

Answer-set programming (ASP), a family of SAT-based logic programming systems, is attractive for procedural content generation. Unfortunately, current solvers present significant barriers to runtime use in games. In this paper, I discuss some of the issues involved, and present CatSAT, a solver designed to better fit the run-time resource constraints of modern games. Although intended only for small problems, it allows designers to compactly specify simple PCG problems such as NPC generation, solve them in a few tens of microseconds, and to adapt solutions dynamically based on the changing needs of gameplay. We hope that by making adoption as convenient as possible, we can increase the uptake of declarative techniques among developers.


Dear Leader’s Happy Story Time: A Party Game Based on Automated Story Generation

AAAI Conferences

Players in Dear Leader’s Happy Story Time are placed in the role of contestants in a reality TV show where they are forced to audition for roles in the upcoming film of the host, a deranged billionaire who has inexplicably been elected president.  The stories are produced by a story generator that combines stock plots and characters to produce kitsch story outlines.  The players then collaborate to improvise a camp performance of the outline.  The game design provides a context for experimenting with automatic story generation within a narrative game, as well as an opportunity for experimenting with knowledge representation schemes for expressing the tropes of popular narrative.  The story generator uses a higher-order logic for describing tropes, and an HTN planning algorithm based on Nau et al.’s SHOP.


Game Design for Classical AI

AAAI Conferences

Reasoning using expressive symbolic representations is a central theme of AI research, yet there are surprisingly few deployed games, even within the AIIDE research community, that use this sort of “classical” AI. This is partly due to practical and methodological issues, but also due to fundamental mismatches between current game genres and classical AI systems. I will argue that if we want to build games that leverage high-end classical AI techniques like commonsense reasoning and natural language processing, we will also have to develop new game genres and mechanics that better exploit those capabilities. I will also present a design sketch of a game that explores potential game mechanics for classical AI.


Punch and Judy AI Playset: A Generative Farce Manifesto, Or, The Tragical Comedy or Comical Tragedy of Predicate Calculus

AAAI Conferences

Building complete interactive narrative systems is hard. Building systems that are satisfying for naïve users is especially hard since small deficiencies in component technologies can easily destroy the experience for a user. In this paper I argue that we can ameliorate some of these technical limitations through careful choice of genre and style, and discuss a number of properties of farce that make it a particularly attractive choice. Then I will describe work in progress on Punch and Judy AI Playset, a system that allows users to explore possible narratives in the Punch and Judy story world.


Automaticity and Expressive Behavior in Virtual Actors: Notes on the Organization of Mammalian Behavior Systems

AAAI Conferences

Much of the most expressive behavior in humans - expressions of shock or alarm, gaze aversion, or explosive rage - are the result of automatic processes that engage before deliberative processing can respond. In some cases, such as weeping, the deliberative system may have only limited ability to override the automatic system. These processes are implemented by a network of phylogenetically old, special purpose, somewhat redundant systems that give rise to the particular idiosyncratic behavior we associate with automatic reactions to emotional events. In this paper, I'll review some of the ethological and neuropsychological results on low-level systems related to threat response, and their relation to the simulation of virtual characters. I will also discuss work in progress on building a medium-fidelity simulation of these systems.


Toward a Rapid Prototyping Environment for Character Behavior

AAAI Conferences

I describe work in progress on a system for interactiveprototyping of AI-based characters. A sort of "Sims construction set," the system combines a simple physics simulation with a set of domain-specific languages to allow programmers to quickly build and test character AI. It allows iterative, incremental development in which behaviors can be compactly authored, tested, monitored, and hot-swapped for new behaviors, using in-game editing and debugging facilities.


Conflict and Hesitancy in Virtual Actors

AAAI Conferences

Internal conflict, in which a character is torn by opposing motivations, is central to drama. Actors portray such conflict in part by mimicking involuntary behaviors that occur as a result of such conflicts. In this paper, we examine the role of timing – pauses and hesitation, in particular – in internal conflict. We argue that virtual actors can be made more expressive if we can emulate the underlying structures of inhibition and conflict detection believed to operate in the human system. We discuss work in progress on this problem that uses the Twig procedural animation system.