Intentionality and Conflict in The Best Laid Plans Interactive Narrative Virtual Environment

Stephen G. Ware, R. Young
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引用次数: 16

Abstract

In this paper, we present The Best Laid Plans, an interactive narrative adventure game, and the planning technologies used to generate and adapt its story in real time. The game leverages computational models of intentionality and conflict when controlling the non-player characters (NPCs) to ensure they act believably and introduce challenge into the automatically generated narratives. We evaluate the game's ability to generate NPC behaviors that human players recognize as intentional and as conflicting with their plans. We demonstrate that players recognize these phenomena significantly more than in a control with no NPC actions and not significantly different from a control in which NPC actions are defined by a human author.
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最佳计划互动叙事虚拟环境中的意向性和冲突
在本文中,我们将介绍互动叙事冒险游戏《The Best lay Plans》,以及用于实时生成和调整其故事的规划技术。在控制非玩家角色(npc)时,游戏利用了意向性和冲突的计算模型,以确保他们的行为可信,并在自动生成的叙述中引入挑战。我们评估游戏产生NPC行为的能力,这些NPC行为被人类玩家认为是故意的,并且与他们的计划相冲突。我们证明,比起没有NPC行动的控制,玩家更能识别这些现象,与由人类作者定义NPC行动的控制也没有明显区别。
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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