Interactive narrative systems attempt to tell stories to players capable of changing the direction and/or outcome of the story. Despite the growing importance of multiplayer social experiences in games, little research has focused on multiplayer interactive narrative experiences. We performed a preliminary study to determine how human directors design and execute multiplayer interactive story experiences in online and real world environments. Based on our observations, we developed the Multiplayer Storytelling Engine that manages a story world at the individual and group levels. Our flexible story representation enables human authors to naturally model multiplayer narrative experiences. An intelligent execution algorithm detects when the author’s story representation fails to account for player behaviors and automatically generates a branch to restore the story to the authors’ original intent, thus balancing authorability against robust multiplayer execution.
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Robust and Authorable Multiplayer Storytelling Experiences
by Mark Riedl, Boyang Li, Hua Ai, Ashwin Ram
in Seventh International Conference on AI and Interactive Digital Entertainment (AIIDE-2011).
We apply case based reasoning techniques to build an intelligent authoring tool that can assist nontechnical users with authoring their own digital movies. In this paper, we focus on generating dialogue lines between two characters in a movie story. We use Darmok2, a case based planner, extended with a hierarchical plan adaptation module to generate movie characters’ dialogue acts with regard to their emotion changes. Then, we use an information state update approach to generate the actual content of each dialogue utterance. Our preliminary study shows that the extended planner can generate coherent dialogue lines which are consistent with user designed movie stories using a small case base authored by novice users. A preliminary user study shows that users like the overall quality of our system generated movie dialogue lines.
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A Case Base Planning Approach for Dialogue Generation in Digital Movie Design
by Sanjeet Hajarnis, Christina Leber, Hua Ai, Mark Riedl, Ashwin Ram
19th International Conference on Case-Based Reasoning (ICCBR-11), London.
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 Ram
Computational Intelligence, 26(2):183-211, 2010.