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Future Directions in Interactive Fiction

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Future Directions in Interactive Fiction CS 370 Computer Game Design Spring 2003 Ken Forbus – PowerPoint PPT presentation

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Title: Future Directions in Interactive Fiction


1
Future Directions in Interactive Fiction
  • CS 370 Computer Game Design
  • Spring 2003
  • Ken Forbus

2
Overview
  • Where is interactive fiction now?
  • Where is interactive fiction going?
  • Bates Oz Project
  • Crawfords Erasmatazz
  • Hayes-Roths Virtual Theater
  • Perlins Improv project
  • ICTs use of drama in training
  • Marc Cavazzas interactive soap operas

3
Recall our model of game design
  • Story How you want the player to think of the
    game. Its plot and activities, expressed in
    terms of the imagined world
  • Model The rules and laws of the imagined world
    as instantiated in the game. What kinds of
    things there are in it (ontology), its physics
    and sociology.
  • Implementation The software that implements the
    model and whose execution provides the players
    experience.

4
Sources of Immersion(aka Time warp factor)
  • Engaging imagined world
  • Exciting/intriguing story line, events
  • Engaging modeled world
  • Great descriptions (text or graphics)
  • Charming details (e.g., chain vomiting in Theme
    Park)
  • Avoiding discrepancies between modeled and
    imagined world
  • Cant do obvious action
  • Actions have unrealistic consequences
  • Key design issue Richness/Discrepancy tradeoff

5
Text-based interactive fiction
  • Driving force Implementation choice of text
    descriptions and commands as interface
  • Minimal model Discrete locations, actions, time,
    and events.
  • Inform provides rich modeling language, but
    doesnt have floating point!
  • Richer models are possible but rare
  • e.g., Infocoms Border Zone synched game time to
    real time
  • Continuous change may be poor match for interface

6
Evolution in graphics helps drive evolution of
interactive fiction
  • More 2D graphics
  • Mouse-hunt games
  • More video intense
  • More cut scenes
  • Player as steering video stream
  • More 3D graphics/animation modeling
  • Exploiting stunning rise in 3D rendering hardware
  • Limitations
  • Modeling requires substantially more resources
  • NPC actions/movements tightly scripted

7
New direction Adding Intelligence
  • Graphics will continue to evolve
  • Provides richer canvas for the imagined world
  • Richer canvas ?rapid increase in complexity of
    authoring
  • Revolutionary changes are coming from AI
    technology
  • Richer models of characters
  • Richer models of social interactions
  • Ability to embed authors intent into structure
    of the world
  • Richer world infrastructures ?higher immersion
    experiences

8
Oz Project (CMU)
Player
  • Goal Creation of interactive drama
  • Requires
  • Believable Agents
  • Drama Managers

Presentation
Drama Manager
Character
Avatar
Character
9
Believable Agents
  • Things (hardware or software) that act alive
  • For stories, serve as other characters in plot
  • Also finding uses in
  • Educational software (guides, e.g., Lesters work
    at UNC)
  • Computer interfaces more generally

10
What is needed for storytelling?
  • Personality
  • What makes someone unique
  • Emotion
  • Exhibiting their own, and responding to others
    appropriately
  • Self-motivation
  • Their own drives and goals help govern their
    behavior
  • Social relationships
  • Consistent and evolving interactions with others
    over time
  • Change
  • They learn and grow, consistent with their
    personality
  • Broadly capable
  • Can carry out a rich variety of behaviors in
    pursuit of their goals in an interactive
    environment

11
Intelligence and believability
  • Must be smarter than todays NPCs
  • avoid brittleness
  • Dont have to be brilliant
  • Dont even have to be human-level intelligence
  • Space of interactions only has to support needs
    of the story

versus
12
Example Edge of Intention
  • Simple, 3D animated world
  • The Woggles
  • move by bouncing from place to place.
  • have body language, expressing emotions by
    changing shape
  • have social relationships
  • engage in social behavior

13
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14
Interaction
  • The players avatar is also a woggle
  • By interacting with woggles, you find out about
    their social structure.No plot, but very
    engaging behaviors
  • Personalities of woggles become quickly clear
  • Threaten one, its friend intervenes to try and
    scare you off
  • Join or start games of follow the leader

15
Drama management
  • Authoring involves creating a dramatic arc
  • Fixed in traditional fiction
  • Various branching structures possible in
    interactive fiction
  • Problem How to tell a great story while giving
    player freedom?
  • Complexity of possible branching in rich worlds
    quickly makes authoring unmanageable
  • Usual solutions of sharply limiting world or
    player restrictive

16
Storytelling as Search
  • Consider a story as a sequence of scenes
  • Scene significant event/turning in the plot
  • Lots of variability in how a scene plays out
  • Scenes and relationships between them form a
    space of possible plots
  • Relationships that must hold between scenes
    structure the space
  • Some relationships inviolable
  • e.g., establishing prerequisite
  • Some can be varied
  • e.g., establishing motivation for an action
    before or after the action itself

17
Drama Manager
  • Given
  • Evaluation function that rates sequences of
    scenes
  • Methods for affecting the game
  • Ensure
  • The sequence of scenes a player experiences
    corresponds to a good story

Where player is now
Choice of next scene determined by dramatic
potential of possible futures
18
Drama management as metagaming
  • Drama Manager in effect is playing a game
  • Presumably non-adversarial
  • Ideally, the player doesnt know that it is there
  • Moves for the Drama Manager
  • Changing behavior of NPCs
  • Random events in the world
  • Acts of God

19
Crawfords Erasmatazz
  • Interactive storytelling you interact with
    characters in an authored world
  • Menu-based interaction
  • Player focus is on interacting with NPCs rather
    than physical actions
  • Overall story scripted by author, but no drama
    manager
  • Interesting part is modeling
  • Moods Anger, arousal, joy, fear
  • 21 personality traits (e.g., integrity, timidity,
    )

20
Hayes-Roths Virtual Theater Project
  • Uses AI blackboard technology as implementation
    for characters
  • Simple numerical personality models
  • Examples
  • Kids tell stories by giving puppets high-level
    instructions
  • Agents as social facilitators in shared
    enviornments (Erin the bartender)

21
Perlins Improv project
  • Uses layered architecture inspired by robotics,
    animal research to provide high-level animation
    capabilities
  • Animator specifies high-level actions and moods,
    the model of the character does the rest

22
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23
Ken Perlins Responsive Face demo
24
Institute for Creative Technologies
  • USC Paramount, funded by US Army
  • Goal Make highly immersive training systems
  • Methods range from high-end VR to board games
  • Storytelling viewed as critical
  • One research goal Virtual humans
  • Human-like sensing of the game world, for
    realistic reactions to things around them
  • Natural language dialogue, to be able to take
    complex orders and to explain why they
    interpreted them the way that they did.

25
Example Mission Rehearsal Exercise
  • The scenario
  • You are a company commander
  • Something bad happens on your way to an action
  • The gaming hardware
  • Multiple wall-sized projectors, synched
  • Theater-sized rumble pack
  • Lots of servers in the back room
  • AI characters with models of
  • NL dialogue
  • Emotions
  • Sensory apparatus

26
Example Full Spectrum Command
  • The scenario
  • You command a light infantry company
  • Urban setting
  • The gaming hardware
  • High-end PC

27
Interactive Storytelling
  • Marc Cavazzas group at University of Teesside
  • Create dynamic narratives
  • The drama unfolds as you watch
  • You can intervene in various ways, and the action
    changes accordingly
  • Ideas
  • Use hierarchical task networks (HTNs) to generate
    characters plans, and replan dynamically as the
    world changes.
  • Use speech to nudge the characters
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