We present an approach that uses learning from demonstration in a computer role playing game. We describe a behavior engine that uses case-based reasoning. The behavior engine accepts observation traces of human playing decisions and produces a sequence of actions which can then be carried out by an artificial agent within the gaming environment. Our work focuses on team-based role playing games, where the agents produced by the behavior engine act as team members within a mixed human-agent team. We present the results of a study we conducted, where we assess both the quantitative and qualitative performance difference between human-only teams compared with hybrid human-agent teams.
Posts Tagged ‘believable agents’
A growing research community is working towards employing drama management components in story-based games. These components gently guide the story towards a narrative arc that improves the player’s gaming experience. In this paper we evaluate a novel drama management approach deployed in an interactive fiction game called Anchorhead. This approach uses player’s feedback as the basis for guiding the personalization of the interaction.
The results indicate that adding our Case-based Drama manaGer (C-DraGer) to the game guides the players through the interaction and provides a better overall player experience. Unlike previous approaches to drama management, this paper focuses on exhibiting the success of our approach by evaluating results using human players in a real game implementation. Based on this work, we report several insights on drama management which were possible only due to an evaluation with real players.
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Drama Management and Player Modeling for Interactive Fiction Games
by Manu Sharma, Santi Ontañón, Manish Mehta, Ashwin RamComputational Intelligence, 26(2):183-211, 2010.
The design of interactive experiences is increasingly important in our society. Examples include interactive media, computer games, and interactive portals. There is increasing interest in modes of interaction with virtual characters, as they represent a natural way for humans to interact. Creating such characters is a complex task, requiring both creative skills (to design personalities, emotions, gestures, behaviors) and programming skills (to code these in a scripting or programming language). There is little understanding of how the behavior authoring process can be simplified with easy-to-use authoring environments that can support the cognitive needs of everyday users and help them at every step to easily carry out this creative task.
Our research focuses on behavior authoring environments that not only make it easy for novices/everyday users to create characters but also provide them scaffolding in designing these interactive experiences. In this paper we present results from a user study with a paper prototype of an authoring environment that is aimed to allow everyday users to create virtual characters. The study aims at determining whether typical computer users are able to create character personalities in specific scenarios and think about characters’ mental states, and if so, then what kinds of user interfaces would be suitable for this authoring environment.
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