Goto

Collaborating Authors

 social exchange


Emergent social NPC interactions in the Social NPCs Skyrim mod and beyond

Guimarães, Manuel, Santos, Pedro A., Jhala, Arnav

arXiv.org Artificial Intelligence

Disclaimer: The paper presented here is part of discontinued issue of Game AI Pro 4 This work presents an implementation of a social architecture model for authoring Non-Player Character (NPC) in open world games inspired in academic research on agentbased modeling. Believable NPC authoring is burdensome in terms of rich dialogue and responsive behaviors.


Can automation bring us closer together? – Becoming Human: Artificial Intelligence Magazine

#artificialintelligence

Automation and the advancement of technology is reshaping the modern economy, how we consume and how we produce. Can the digitisation of daily interactions, whether transactional or relational, engender improved human relations? Digital technological development can be considered a liberating and connecting force in some contexts, while its threat to human livelihoods and liberties raises ethical issues as its integration with social and economic exchange grows. Developed societies are supported predominantly by a service economy, which is increasingly shaped by the nature and capabilities of the digital technologies that facilitate it. The nature and use of these technologies is disrupting traditional social behaviours and expectations.


Toward Recombinant Dialogue in Interactive Narrative

Ryan, James (University of California, Santa Cruz) | Walker, Marilyn A. (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)

AAAI Conferences

Prom Week is a social-simulation videogame driven by the artificial intelligence engine Comme il Faut (CiF). In each level of the game, the player selects social interactions between characters in an effort to achieve socially oriented goals. These social interactions are enacted with hand-authored natural-language dialogue exchanges, called instantiations, which also serve to render the underlying social considerations propelling the narrative at hand. While CiF's merit is in its capacity to richly model a social space, constraints rooted in authorial burden hinder Prom Week's ability to fully render CiF's rich social representations. What is needed is more instantiations, specifically instantiations that can render uncommon or complex game states with greater fidelity. We propose a technique to procedurally generate new, felicitous instantiations by recombination of dialogue segments from existing instantiations that are annotated, using the story-encoding tool Scheherazade, for their transmissions about the story world and their various dependencies.


Comme il Faut: A System for Authoring Playable Social Models

McCoy, Joshua (University of California, Santa Cruz) | Treanor, Mike (University of California, Santa Cruz) | Samuel, Ben (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)

AAAI Conferences

Authoring interactive stories where the player is afforded a wide range of social interactions results in a very large space of possible social and story situations. The amount of effort required to individually author for each of these circumstances can quickly become intractable. The social AI system Comme il Faut (CiF) aims to reduce the burden on the author by providing a playable model of social interaction where the author provides reusable and recombinable representations of social norms and social interactions. Motivated through examples from an in-development video game, Prom Week, this paper provides a detailed description of the structures with which CiF represents social knowledge and how this knowledge is employed to simulate social interactions between characters.