29 research outputs found
Exploring the scalability of character-based storytelling
Interactive Storytelling is establishing itself as a major application of virtual embodied characters. To achieve further progress in the field, some authors have suggested that it was necessary to break the 10minute barrier for story duration, while preserving story pace. In this context, understanding scalability issues is an essential aspect of the development of future Interactive Storytelling technologies. Scalability can be defined as the production of a richer narrative which follows the scaling-up of the Artificial Intelligence representations for plot structure or characters ’ roles. We have formalised narrative events in terms of “film idioms ” which are dynamically recognised as the story is generated. This enabled us to stage a number of experiments in which we modified several determinants of scalability, such as the number of feature characters or the complexity of their roles and recorded subsequent narrative extension, through the number of film idioms generated. 1
Linear logic for non-linear storytelling
Abstract. Whilst narrative representations have played a prominent role in AI research, there has been a renewed interest in the topic with the development of interactive narratives. A typical approach aims at generating narratives from baseline action representations, most often using planning techniques. However, this research has developed empirically, often as an application of planning. In this paper, we explore a more rigorous formalisation of narrative concepts, both at the action level and at the plot level. Our aim is to investigate how to bridge the gap between action descriptions and narrative concepts, by considering the latter from the perspective of resource consumption and causality. We propose to use Linear Logic, often introduced as a logic of resources, for it provides, through linear implication, a better description of causality than in Classical and Intuitionistic Logic. Besides advances in the fundamental principles of narrative formalisation, this approach can support the formal validation of scenario description as a preliminary step to their implementation via other computational formalisms.
Interacting with a gaze-aware virtual character
In this paper, we present the user’s attentive state interpreted through eye gaze while interacting with a virtual character. The underlying narrative in which the approach was tested is based on a classical XIX th century psychological novel: Madame Bovary, by Flaubert. We connected a remote eye tracker with a dynamic 3D world. An empirical study revealed individual user experiences and behavioral patterns. In particular, we identified two different groups of users: one that was showing natural eye gaze behaviors with rhythmic eye gaze shifts between the characters ’ eyes, face and the scene and another one permanently staring at the character. Interestingly, the group with more natural behaviors towards the character also rated the experience with the system more positively
Automatic generation of game level solutions as storyboards
Interactive Storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specifically dedicated to game events rather than objects or characters. However, one issue constantly raised by game developers, when discussing gameplay implications of Interactive Storytelling techniques, is the possible loss of designer control over the dynamically generated storyline. Joint research with industry has suggested a new potential use for Interactive Storytelling technologies, which stands precisely as an assistance to game design. Its basic philosophy is to generate various/all possible solutions to a given game level using the player character as the main agent, and gameplay actions as the basic elements of solution generation. The authors present a fully-implemented prototype which uses the blockbuster game HitmanTM as an application. This system uses Heuristic Search Planning to generate level solutions, each legal game action being described as a planning operator. The description of the initial state, the level’s objective as well as the level layout, constitute the input data. Other parameters for the simulation include the Hitman’s style, which influences the choice of certain actions and privileges a certain style of solution (e.g. stealth versus violent). As a design tool, it seemed appropriate to generate visual output which would be consistent with the current design process. In order to achieve this, the authors have adapted original HitmanTM storyboards for their use with a generated solution: they attach elements of storyboards to the planning operators so that a complete solution generates a comic strip similar to an instantiated storyboard for the solution generated. The authors illustrate system behaviour with specific examples of solution generation
Gaze behavior during interaction with a virtual character in interactive storytelling
Y a-t-il une spécificité de l’archéologie des pays du Nord de l’Europe ? C’est à un archéologue danois, conservateur de l’Oldnordisk Museum de Copenhague, Christian Jürgensen Thomsen, que nous devons depuis 1836 le « système des trois âges », c’est-à -dire la distinction, fondatrice de la préhistoire européenne et au-delà , entre un âge de la pierre, un âge du bronze et un âge du fer. Dès le xviie siècle, le royaume de Suède avait institué un service archéologique national – il faut attendre le..
Affective storytelling based on characters' feelings
Most Interactive Storytelling systems developed to date have followed a task-based approach to story representation, using planning techniques to drive the story by generating a sequence of actions, which essentially “solve ” the task to which the story is equated. One major limitation of this approach has been that it fails to incorporate characters’ psychology, and as a consequence important aesthetic aspects of the narrative cannot be easily captured by Interactive Storytelling. In this paper, we introduce a new approach to Interactive Storytelling which aims at reconciling narrative actions with the characters ’ attributed psychology as stated in the narrative. Our long-term goal is to be able to explore Interactive Storytelling for those narrative genres which are based on the characters’ psychology rather than solely on their actions. We used as a starting point the formalisation by Flaubert himself of his novel Madame Bovary, which includes a detailed account of character’s desires and feelings. We describe a prototype in which characters ’ behaviour is driven by a real-time searchbased planning system applying operators whose content is based on a specific inventory of feelings. Furthermore, the actual pattern of evolution of the character’s plan, as measured through the variation of the search heuristic, is used to confer a sense of awareness to the characters, which can be used to generate feelings about its overall situation, from feelings of boredom to hope, despair and helplessness