Affective storytelling based on characters' feelings

Abstract

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

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