20 research outputs found

    Mysterious Murder - MCTS-driven murder mystery generation

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    © 2019 IEEE. We present an approach to procedurally generate the narrative of a simple murder mystery. As a basis for the simulation, we use a rule evaluation system inspired by Ceptre, which employs linear logic to resolve valid actions during each step of the simulation. We extend Ceptre's system with a concept of believable agents to make consecutive actions appear to have a causal connection so that players can comprehend the flow of events. The parts of the generated narratives are then presented to a player whose task it is to figure out who the murderer in this story could have been. Rather than aiming to replace highly authored narratives, this project generates puzzles, which may contain emerging arcs of a story as perceived by the player. While we found that even a simple rule set can create stories that are interesting to reason about, we expect that this type of system is flexible enough to create considerably more engaging stories if enough time is invested in authoring more complex rule sets

    Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP)

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    Live Action Role-Playing (LARP) games and similar experiences are becoming a popular game genre. Here, we discuss how artificial intelligence techniques, particularly those commonly used in AI for Games, could be applied to LARP. We discuss the specific properties of LARP that make it a surprisingly suitable application field, and provide a brief overview of some existing approaches. We then outline several directions where utilizing AI seems beneficial, by both making LARPs easier to organize, and by enhancing the player experience with elements not possible without AI.Comment: 8 pages, 2 figures. Published at IEEE Conference on Games, 202

    A Review of Agency Architectures in Interactive Drama Systems

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    This paper provides a review of the interactive drama field, attempting to create a taxonomy for classifying system affordances for emergence and authorial control, referred to in this paper as "agency architecture". The classification of interactive drama systems according to a spectrum of agency architectures, helps to identify open questions in the field, providing a better understanding of which architectures would benefit from greater attention from the research community. In this paper, several key interactive drama systems from the field's literature are categorised by agency architecture. This is followed by a summary and analysis of their architectural classifications, alongside justifications for their assigned categories. It is then concluded with the identification of a number of research gaps, revealed by the compiled classifications, that highlight potential future research questions

    Morality as Social Software

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    The dissertation research is a project to understand morality better through the concept of ‘Social Software.’ The dissertation is, consequently, to argue that the morality in a human society functions as a form of social software in the society. The three aspects of morality as social software are discussed in detail: the evolutionary, anti-entropic, and epistemic game-theoretic aspect. We humans ‘usually’ think that, for example, (a) killing other humans without any necessary reason is morally wrong, and (b) helping other humans in need is morally right. We want to know, in this dissertation research project, why we think in such ways. Myriads of answers to this question have already been offered. We will pursue an answer that has more explanatory power and enlightening lucidity. The term, ‘Social Software’ was coined by Rohit Parikh to connote, broadly, social “procedures that structure social reality” (van Eijck and Parikh 2009, p. 2). The term can be understood, “more or less equivalently,” (Parikh 2002-1, note 2) as ‘social procedure,’ ‘social algorithm,’ or ‘social game.’ (1) The first aspect of ‘morality as social software,’ to be discussed is the evolutionary: human morality has emerged and developed further through the process of evolution; (2) the second aspect is the anti-entropic: human morality is human resistance against the universal law of entropy that tends to annihilate everything from order to disorder; (3) the third aspect is the epistemic game-theoretic: human morality is understood better by epistemic game theory, which is a combination of ‘classical game theory’ and relatively new ‘epistemic logic.’ As more specific case studies for the epistemic game-theoretic aspect, the concepts of backward induction and “the less we know, the more rational and moral,” are discussed. Finally, a thorough discussion on the naturalistic fallacy instills more philosophical rigor into the dissertation

    Holland City News, Volume 14, Number 31: September 5, 1885

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    Newspaper published in Holland, Michigan, from 1872-1977, to serve the English-speaking people in Holland, Michigan. Purchased by local Dutch language newspaper, De Grondwet, owner in 1888.https://digitalcommons.hope.edu/hcn_1885/1035/thumbnail.jp

    Yale Medicine : Alumni Bulletin of the School of Medicine, Autumn 2002- Summer 2003

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    This volume contains Yale medicine: alumni bulletin of the School of Medicine, v.37 (Autumn 2002-Summer 2003). Prepared in cooperation with the alumni and development offices at the School of Medicine. Earlier volumes are called Yale School of Medicine alumni bulletins, dating from v.1 (1953) through v.13 (1965). Digitized with funding from the Arcadia fund, 2017.https://elischolar.library.yale.edu/yale_med_alumni_newsletters/1018/thumbnail.jp

    Winona Daily News

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    Augmented Reality

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    There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality. Applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the authors are from a variety of fields - philosophy, computer sciences, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines

    Casco Bay Weekly : 29 April 1993

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    https://digitalcommons.portlandlibrary.com/cbw_1993/1016/thumbnail.jp
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