12 research outputs found

    Exploring passive user interaction for adaptive narratives

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    Previous Interactive Storytelling systems have been designed to allow active user intervention in an unfolding story, using established multi-modal interactive techniques to influence narrative development. In this paper we instead explore the use of a form of passive interaction where users' affective responses, measured by physiological proxies, drive a process of narrative adaptation. We introduce a system that implements a passive interaction loop as part of narrative generation, monitoring users' physiological responses to an on-going narrative visualization and using these to adapt the subsequent development of character relationships, narrative focus and pacing. Idiomatic cinematographic techniques applied to the visualization utilize existing theories of establishing characteristic emotional tone and viewer expectations to foster additional user response. Experimental results support the applicability of filmic emotional theories in a non-film visual realization, demonstrating significant appropriate user physiological response to narrative events and "emotional cues". The subsequent narrative adaptation provides a variation of viewing experience with no loss of narrative comprehension

    Hide and sneak: story generation with characters that perceive and assume

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    We describe the design of a perception system for the characters in the Virtual Storyteller (VST), a character-centric story generation system. Previously, these characters were omniscient; stories involving sneaking and deception could not be generated. To remedy this, we limited the characters' visual perception using simple rules. We enabled the characters to make assumptions about the story world, so they can plan toward goals in spite of incomplete knowledge. Using the distinction between the character and actor roles of agents in the VST, we can use the assumptions to steer the story plot

    Planning Technologies for Interactive Storytelling

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    Since AI planning was first proposed for the task of narrative generation in interactive storytelling (IS), it has emerged as the dominant approach in this field. This chapter traces the use of planning technologies in this area, considers the core issues involved in the application of planning technologies in IS, and identifies some of the remaining challenges

    Planning-based Social Partners for Children with Autism

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    This paper describes the design and implementation of a planning-based socially intelligent agent built to help young children with Autism Spectrum Conditions acquire social communication skills. We explain how planning technology allowed us to satisfy agent’s design requirements that we identified through our consultations with children and carers and through a review of best practices for autism intervention.We discuss the design principles implemented, the engineering challenges faced and the lessons learned from building our pedagogical agent. We conclude by presenting substantial experimental results concerning the agent’s efficacy

    Generation of game contents by social media analysis and MAS planning

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    In the age of pervasive computing and social networks, it has become commonplace to retrieve opinions about digital contents in games. In the case of multi-player, open world gaming, in fact even in “old-school” single players games, it is evident the need for adding new features in a game depending on users comments and needs. However this is a challenging task that usually requires considerable design and programming efforts, and more and more patches to games, with the inevitable consequence of loosing interest in the game by players over years. This is particularly a hard problem for all games that do not intend to be designed as interactive novels. Process Content Generation (PCG) of new contents could be a solution to this problem, but usually such techniques are used to design new maps or graphical contents. Here we propose a novel PCG technique able to introduce new contents in games by means of new story-lines and quests. We introduce new intelligent agents and events in the world: their attitudes and behaviors will promote new actions in the game, leading to the involvement of players in new gaming content. The whole methodology is driven by Social Media Analysis contents about the game, and by the use of formal planning techniques based on Multi-Agents modelsPeer ReviewedPostprint (author's final draft

    Learning Finite State Machine Controllers from Motion Capture Data

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    With characters in computer games and interactive media increasingly being based on real actors, the individuality of an actor's performance should not only be reflected in the appearance and animation of the character but also in the Artificial Intelligence that governs the character's behavior and interactions with the environment. Machine learning methods applied to motion capture data provide a way of doing this. This paper presents a method for learning the parameters of a Finite State Machine controller. The method learns both the transition probabilities of the Finite State Machine and also how to select animations based on the current state

    Designing an intelligent virtual agent for social communication in autism

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    Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. This paper describes the Intelligent Engine (IE) of ECHOES, a serious game built for helping young children with Autism Spectrum Conditions acquire social communication skills. ECHOES IE's main component is an autonomous virtual agent that acts as a credible social partner for children with autism by engaging them in interactive learning activities. The other IE components are a user model, a drama manager and a social communication engine. We discuss how AI technology allows us to satisfy the requirements for the design of the agent and the learning activities that we identified through consultations with children and carers and a review of best practices for autism intervention. We present experimental results pertaining to the agent's effectiveness, which show encouraging improvements for a number of children

    Comparing and Evaluating Real Time Character Engines for Virtual Environments

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    As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines

    E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters.

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    This paper describes a multi-user role-playing environment, e-drama, which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research – edrama – is a 2D graphical environment in which users are represented by static cartoon figures. An application has been developed to enable integration of the existing edrama tool with several new components to support avatars with emotionally expressive behaviours, rendered in a 3D environment. The functionality includes the extraction of affect from open-ended improvisational text. The results of the affective analysis are then used to: (a) control an automated improvisational AI actor – EMMA (emotion, metaphor and affect) that operates a bit-part character in the improvisation; (b) drive the animations of avatars using the Demeanour framework in the user interface so that they react bodily in ways that are consistent with the affect that they are expressing. Finally, we describe user trials that demonstrate that the changes made improve the quality of social interaction and users’ sense of presence. Moreover, our system has the potential to evolve normal classroom education for young people with or without learning disabilities by providing 24/7 efficient personalised social skill, language and career training via role-play and offering automatic monitoring

    Search-Based Procedural Content Generation: A Taxonomy and Survey

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