interactive storytelling
Modeling Interactive Narrative Systems: A Formal Approach
Clerc, Jules, Lourdeaux, Domitile, Sallak, Mohamed, Barbier, Johann, Ravaine, Marc
Interactive Narrative Systems (INS) have revolutionized digital experiences by empowering users to actively shape their stories, diverging from traditional passive storytelling. However, the field faces challenges due to fragmented research efforts and diverse system representations. This paper introduces a formal representation framework for INS, inspired by diverse approaches from the state of the art. By providing a consistent vocabulary and modeling structure, the framework facilitates the analysis, the description and comparison of INS properties. Experimental validations on the "Little Red Riding Hood" scenario highlight the usefulness of the proposed formalism and its impact on improving the evaluation of INS. This work aims to foster collaboration and coherence within the INS research community by proposing a methodology for formally representing these systems.
PAYADOR: A Minimalist Approach to Grounding Language Models on Structured Data for Interactive Storytelling and Role-playing Games
Góngora, Santiago, Chiruzzo, Luis, Méndez, Gonzalo, Gervás, Pablo
Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain the free will of the player. When the expected experience has a strong focus on improvisation, like in Role-playing Games (RPGs), this problem is critical. In this paper we present P A Y ADOR, a different approach that focuses on predicting the outcomes of the actions instead of representing the actions themselves. To implement this approach, we ground a Large Language Model to a minimal representation of the fictional world, obtaining promising results. We make this contribution open-source, so it can be adapted and used for other related research on unleashing the co-creativity power of RPGs.
CALYPSO: LLMs as Dungeon Masters' Assistants
Zhu, Andrew, Martin, Lara J., Head, Andrew, Callison-Burch, Chris
The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize scenes to present to other players, and respond to the players' interactions with the scene. Doing all of these tasks while maintaining consistency within the narrative and story world is no small feat of human cognition, making the task tiring and unapproachable to new players. Large language models (LLMs) like GPT-3 and ChatGPT have shown remarkable abilities to generate coherent natural language text. In this paper, we conduct a formative evaluation with DMs to establish the use cases of LLMs in D&D and tabletop gaming generally. We introduce CALYPSO, a system of LLM-powered interfaces that support DMs with information and inspiration specific to their own scenario. CALYPSO distills game context into bite-sized prose and helps brainstorm ideas without distracting the DM from the game. When given access to CALYPSO, DMs reported that it generated high-fidelity text suitable for direct presentation to players, and low-fidelity ideas that the DM could develop further while maintaining their creative agency. We see CALYPSO as exemplifying a paradigm of AI-augmented tools that provide synchronous creative assistance within established game worlds, and tabletop gaming more broadly.
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.
Interactive Storytelling
Chris Crawford wrote his first computer game in 1976 on an IBM 1120. He joined Atari in 1979, became manager of programmer training and a successful game designer: His Eastern Front was a best seller. He is a true legend in game design. His book The Art of Computer Game Design is considered a classic. His Balance of Power game sold an unheard-of 250,000 copies in 1984.
Keeping the Player on an Emotional Trajectory in Interactive Storytelling
Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.
Capturing Triadic Conversations — A Visual Director System for Dynamic Interactive Narratives
Xue, Bingjie (Drexel University) | Rank, Stefan (Drexel University)
Film cinematography has been developed and applied for more than a century to involve and engage the viewer in visual storytelling. Interactive storytelling games can benefit from these cinematic conventions to enhance visual experience. However, even conversation scenes in games are highly dynamic, and pre-authoring camera parameters using cinematography principles is often insufficient. This paper proposes an automatic Visual Director System focused on dynamic conversation scenes involving three characters and reports on work in progress on a prototype applied to the recreation of a movie scene. Based on principles of cinematography and the study of film scenes, cinematic conventions for triadic conversations are encoded modularly as an artificial intelligence game component that selects suitable shots for dynamic scenes.
A Call for Emotion Modeling in Interactive Storytelling
Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta)
Artificial Intelligence (AI) techniques are widely used in video games. Recently, AI planning methods have been applied to maintain plot consistency in the face of player’s agency over the narrative. Combined with an automatically populated player model, such AI experience managers can dynamically create a consistent narrative tailored to a specific player. These tools help game narrative designers achieve narrative goals while affording players a choice. On the other hand, they increase the number of feasible plot branches making it more difficult for the author to ensure that each branch carries the player along a desired emotion arc. In this paper we discuss the problem and call for an extension of experience managers with player emotion models. When successful, interactive narrative can be then automatically produced to satisfy authorial goals not only in terms of specific events but also in terms of emotions evoked in the player.
Generating Narrative Action Schemas for Suspense
Giannatos, Spyridon (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
A bottleneck in interactive storytelling is the authorial burden of writing narrative units, and connecting them to the interactive narrative structure. To address this problem, we present a hybrid approach that combines AI planning and evolutionary optimization in order to generated new plan operators representing possible story actions, within the framework of a planning-based interactive narrative system. We focus our work on inventing plan operators that are useful for contributing to suspenseful interactive stories, using suspense metrics that have been proposed in the literature. We devise an encoding scheme for converting a plan operator into a genetic-algorithm chromosome and vice versa, respecting constraints that are needed for an operator to be well-formed. We discuss the performance of the system, and several examples from preliminary experiments carried out to evaluate the evolved operators.
A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project
Reed, Aaron A. (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Sullivan, Anne (University of California, Santa Cruz) | Grant, Ricky (University of California, Santa Cruz) | Grow, April (University of California, Santa Cruz) | Lazaro, Justin (University of California, Santa Cruz) | Mahal, Jennifer (University of California, Santa Cruz) | Kurniawan, Sri (University of California, Santa Cruz) | Walker, Marilyn (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Meaningful choice has often been identified as a key component in a player's engagement with an interactive narrative, but branching stories require tremendous amounts of hand-authored content, in amounts that increase exponentially rather than linearly as more choice points are added. Previous approaches to reducing authorial burden for computer RPGs have relied on creating better tools to manage existing unwieldy structures of quests and dialogue trees. We hypothesize that reducing authorial burden and increasing agency are two sides of the same coin, requiring specific advancements in two related areas of design and technology research: (1) dynamic story management architecture that represents story events abstractly and allows story elements to be selected and re-ordered in response to player choices, and (2) dynamic dialogue generation to allow a single story event to be revealed differently by different characters and in the context of dynamic relationships between those characters and the player. This paper describes SpyFeet, a playable prototype of a storytellingsystem designed to test this hypothesis.