744 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Don\u27t Give Me That Story! -- A Human-Centered Framework for Usable Narrative Planning

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    Interactive or branching stories are engaging and can be embedded into digital systems for a variety of purposes, but their size and complexity makes it difficult and time-consuming for humans to author them. Narrative planning algorithms can automatically generate large branching stories with guaranteed causal consistency, using a hand-authored library of story content pieces. The usability of such a system depends on both the quality of the narrative model upon which it is built and the ability of the user to create the story content library. Current narrative planning algorithms use either a limited or no model of character belief, which typically leads to undesireable stories and difficult domain authoring challenges. Domain authoring is further complicated by a lack of intelligent tools for summarizing the content that a domain can produce so that its author can effectively evaluate it. In this work I extend a prior narrative planning framework to model deeply nested character beliefs, thus avoiding common character omniscience problems without overburdening the domain author. Human subjects evaluations demonstrate that the belief model tracks nested beliefs correctly, and that it improves overall character believability in solution spaces over previous models. This model makes domain authoring more intuitive, but also adds complexity to the story generation algorithm, making the planner\u27s output even harder for the author to predict. As a step toward more intelligent domain authoring tools, I present a novel method for measuring story similarity by encoding important story information into a fixed-length numeric vector. This enables automatic clustering of stories based on their semantic similarity, facilitating high-level communication of large story spaces. I compare the story similarity metric to assessments made by humans, and find the metric to be highly accurate in judging how similar two stories are to each other. I then demonstrate its use in clustering solution spaces, and evaluate two strategies for summarizing the content of the resulting clusters. I find both techniques to be more effective than a control in communicating large story spaces to humans. These contributions together advance the usability of narrative planning algorithms by improving their underlying narrative model and providing a basis for more intelligent domain authoring tools

    Considerations for believable emotional facial expression animation

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    Facial expressions can be used to communicate emotional states through the use of universal signifiers within key regions of the face. Psychology research has identified what these signifiers are and how different combinations and variations can be interpreted. Research into expressions has informed animation practice, but as yet very little is known about the movement within and between emotional expressions. A better understanding of sequence, timing, and duration could better inform the production of believable animation. This paper introduces the idea of expression choreography, and how tests of observer perception might enhance our understanding of moving emotional expressions

    Summarizing and Comparing Story Plans

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    Branching story games have gained popularity for creating unique playing experiences by adapting story content in response to user actions. Research in interactive narrative (IN) uses automated planning to generate story plans for a given story problem. However, a story planner can generate multiple story plan solutions, all of which equally-satisfy the story problem definition but contain different story content. These differences in story content are key to understanding the story branches in a story problem\u27s solution space, however we lack narrative-theoretic metrics to compare story plans. We address this gap by first defining a story plan summarization model to capture the important story semantics from a story plan. Secondly, we define a story plan comparison metric that compares story plans based on the summarization model. Using the Glaive narrative planner and a simple story problem, we demonstrate the usefulness of using the summarization model and distance metric to characterize the different story branches in a story problem\u27s solution space

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Fictional Worlds, Real Connections: Developing Community Storytelling Social Chatbots through LLMs

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    We address the integration of storytelling and Large Language Models (LLMs) to develop engaging and believable Social Chatbots (SCs) in community settings. Motivated by the potential of fictional characters to enhance social interactions, we introduce Storytelling Social Chatbots (SSCs) and the concept of story engineering to transform fictional game characters into "live" social entities within player communities. Our story engineering process includes three steps: (1) Character and story creation, defining the SC's personality and worldview, (2) Presenting Live Stories to the Community, allowing the SC to recount challenges and seek suggestions, and (3) Communication with community members, enabling interaction between the SC and users. We employed the LLM GPT-3 to drive our SSC prototypes, "David" and "Catherine," and evaluated their performance in an online gaming community, "DE (Alias)," on Discord. Our mixed-method analysis, based on questionnaires (N=15) and interviews (N=8) with community members, reveals that storytelling significantly enhances the engagement and believability of SCs in community settings

    CGAMES'2009

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