spyfeet
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.
All the World's a Stage: Learning Character Models from Film
Lin, Grace (University of California, Santa Cruz) | Walker, Marilyn (University of California, Santa Cruz)
Many forms of interactive digital entertainment involve interacting with virtual dramatic characters. Our long term goal is to procedurally generate character dialogue behavior that automatically mimics, or blends, the style of existing characters. In this paper, we show how linguistic elements in character dialogue can define the style of characters in our RPG SpyFeet. We utilize a corpus of 862 film scripts from the IMSDb website, representing 7,400 characters, 664,000 lines of dialogue and 9,599,000 word tokens. We utilize counts of linguistic reflexes that have been used previously for personality or author recognition to discriminate different character types. With classification experiments, we show that different types of characters can be distinguished at accuracies up to 83% over a baseline of 20%. We discuss the characteristics of the learned models and show how they can be used to mimic particular film characters.