interactive narrative
Co-designing Zoomorphic Robot Concepts for Animal Welfare Education
Voysey, Isobel, Baillie, Lynne, Williams, Joanne, Herrmann, Michael
Animal welfare education could greatly benefit from customized robots to help children learn about animals and their behavior, and thereby promote positive, safe child-animal interactions. To this end, we ran Participatory Design workshops with animal welfare educators and children to identify key requirements for zoomorphic robots from their perspectives. Our findings encompass a zoomorphic robot's appearance, behavior, and features, as well as concepts for a narrative surrounding the robot. Through comparing and contrasting the two groups, we find the importance of: negative reactions to undesirable behavior from children; using the facial features and tail to provide cues signaling an animal's internal state; and a natural, furry appearance and texture. We also contribute some novel activities for Participatory Design with children, including branching storyboards inspired by thematic apperception tests and interactive narratives, and reflect on some of the key design challenges of achieving consensus between the groups, despite much overlap in their design concepts.
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- Research Report > New Finding (0.66)
- Education > Educational Setting (1.00)
- Health & Medicine > Consumer Health (0.93)
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WhatELSE: Shaping Narrative Spaces at Configurable Level of Abstraction for AI-bridged Interactive Storytelling
Lu, Zhuoran, Zhou, Qian, Wang, Yi
Generative AI significantly enhances player agency in interactive narratives (IN) by enabling just-in-time content generation that adapts to player actions. While delegating generation to AI makes IN more interactive, it becomes challenging for authors to control the space of possible narratives - within which the final story experienced by the player emerges from their interaction with AI. In this paper, we present WhatELSE, an AI-bridged IN authoring system that creates narrative possibility spaces from example stories. WhatELSE provides three views (narrative pivot, outline, and variants) to help authors understand the narrative space and corresponding tools leveraging linguistic abstraction to control the boundaries of the narrative space. Taking innovative LLM-based narrative planning approaches, WhatELSE further unfolds the narrative space into executable game events. Through a user study (N=12) and technical evaluations, we found that WhatELSE enables authors to perceive and edit the narrative space and generates engaging interactive narratives at play-time.
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- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.93)
- Information Technology > Artificial Intelligence > Natural Language > Generation (0.66)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning > Generative AI (0.34)
NarrativePlay: Interactive Narrative Understanding
Zhao, Runcong, Zhang, Wenjia, Li, Jiazheng, Zhu, Lixing, Li, Yanran, He, Yulan, Gui, Lin
In this paper, we introduce NarrativePlay, a novel system that allows users to role-play a fictional character and interact with other characters in narratives such as novels in an immersive environment. We leverage Large Language Models (LLMs) to generate human-like responses, guided by personality traits extracted from narratives. The system incorporates auto-generated visual display of narrative settings, character portraits, and character speech, greatly enhancing user experience. Our approach eschews predefined sandboxes, focusing instead on main storyline events extracted from narratives from the perspective of a user-selected character. NarrativePlay has been evaluated on two types of narratives, detective and adventure stories, where users can either explore the world or improve their favorability with the narrative characters through conversations.
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- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.95)
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Simulating discrimination in virtual reality
Have you ever been advised to "walk a mile in someone else's shoes?" Considering another person's perspective can be a challenging endeavor -- but recognizing our errors and biases is key to building understanding across communities. By challenging our preconceptions, we confront prejudice, such as racism and xenophobia, and potentially develop a more inclusive perspective about others. To assist with perspective-taking, MIT researchers have developed "On the Plane," a virtual reality role-playing game (VR RPG) that simulates discrimination. In this case, the game portrays xenophobia directed against a Malaysian America woman, but the approach can be generalized.
Tomai
AI research in interactive narrative often lacks specificity as to the player experience it is trying to enable. In this paper, we consider a set of desirable elements from narrative and interactive experiences, and show by looking at playable experiences from industry and academia that combining them has the potential to be limited or self-defeating. To address these issues, we propose opportunistic storytelling, a set of design principles for near-term playable interactive narratives.
Li
Interactive narrative is a form of storytelling that adapts to actions performed by users who assume the roles of story characters. To date, interactive narratives are built by hand. In this paper, we introduce Scheherazade, an intelligent system that automatically creates an interactive narrative about any topic from crowdsourced narratives.
Baikadi
The problem of goal recognition, and its more general form, plan recognition, have been the subjects of extensive investigation in the AI community. However, relatively little effort has been undertaken to examine goal recognition in interactive narrative. In this paper, we propose a research agenda to improve the accuracy of goal recognition models for interactive narratives using explicit representations of narrative structure inspired by the natural language processing community. We describe a particular category of narrative representations, narrative schemas, that we anticipate will effectively capture patterns of player behavior in interactive narratives and improve the accuracy of goal recognition models.
Rowe
A key functionality provided by interactive narrative systems is narrative adaptation: tailoring story experiences in response to users' actions and needs. We present a data-driven framework for dynamically tailoring events in interactive narratives using modular reinforcement learning. The framework involves decomposing an interactive narrative into multiple concurrent sub-problems, formalized as adaptable event sequences (AESs). Each AES is modeled as an independent Markov decision process (MDP). Policies for each MDP are induced using a corpus of user interaction data from an interactive narrative system with exploratory narrative adaptation policies. Rewards are computed based on users' experiential outcomes. Conflicts between multiple policies are handled using arbitration procedures. In addition to introducing the framework, we describe a corpus of user interaction data from a testbed interactive narrative, CRYSTAL ISLAND, for inducing narrative adaptation policies. Empirical findings suggest that the framework can effectively shape users' interactive narrative experiences.
Baikadi
The problem of goal recognition, and its more general form plan recognition, has been the subject of extensive investigation in the AI community. However, there have been relatively few empirical investigations of goal recognition models in the intelligent narrative technologies community to date, and little is known about how computational models of interactive narrative can inform goal recognition. In this paper, we investigate a novel goal recognition model based on Markov Logic Networks (MLNs) that leverages narrative discovery events to enrich its representation of narrative state. An empirical evaluation shows that the enriched model outperforms a prior state-of-the-art MLN model in terms of accuracy, convergence rate, and the point of convergence.
Robertson
Interactive narratives are branching stories with events that change based on feedback from participants. One method of generating interactive narratives is a plan-based process called mediation. A sub-process within mediation called accommodation creates new story content when a participant deviates from the main storyline. We show that a model of character knowledge allows accommodation to find a novel class of branching stories previously inaccessible by the algorithm.