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Narrative Planning in Large Domains through State Abstraction and Option Discovery 基于状态抽象和选项发现的大领域叙事规划
Mira Fisher
Low-level game environments and other simulations present a difficulty of scale for an expensive AI technique like narrative planning, which is normally constrained to environments with small state spaces. Due to this limitation, the intentional and cooperative behavior of agents guided by this technology cannot be deployed for different systems without significant additional authoring effort. I propose a process for automatically creating models for larger-scale domains such that a narrative planner can be employed in these settings. By generating an abstract domain of an environment while retaining the information needed to produce behavior appropriate to the abstract actions, agents are able to reason in a lower-complexity space and act in the higher-complexity one. This abstraction is accomplished by the development of extended-duration actions and the identification of their preconditions and effects. Together these components may be combined to form a narrative planning domain, and plans from this domain can be executed within the low-level environment.
低水平的游戏环境和其他模拟呈现了昂贵的AI技术(如叙事计划)的规模困难,这通常限制在具有小状态空间的环境中。由于这种限制,如果没有大量额外的创作工作,就不能将这种技术引导的代理的意图和合作行为部署到不同的系统中。我提出了一个自动为更大规模领域创建模型的过程,这样就可以在这些设置中使用叙事计划器。通过生成环境的抽象领域,同时保留生成适合于抽象动作的行为所需的信息,代理能够在低复杂性的空间中进行推理,并在高复杂性的空间中进行操作。这种抽象是通过开发持续时间较长的动作以及识别其前提条件和效果来完成的。这些组件可以组合在一起形成一个叙述性的规划领域,并且来自该领域的计划可以在低级环境中执行。
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引用次数: 0
Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games 玩弄琴弦:设计Puppitor作为数字游戏的表演界面
Nick Junius, Michael Mateas, Noah Wardrip-Fruin, Elín Carstensdóttir
Interactive drama has focused on how to allow the player agency in influencing their experience through plot action. Interactive drama's preoccupation with changing plot structure bears little resemblance to theater's emphasis on character expression and dramatic play. Dramatic play allows the player to embody the character through actions, focusing on how characters express themselves and react rather than on how or even if that impacts the overarching sequence of events. In this paper, we present Puppitor, a system for character expression of emotion for interactive storytelling built using acting practice and fighting games as the foundation for its core design and describe its usage in conjunction with Ren'Py to facilitate a novel interactive narrative experience as a case study.
互动戏剧关注的是如何让玩家代理通过情节行动影响他们的体验。互动戏剧对情节结构变化的关注与戏剧对人物表达和戏剧表演的重视几乎没有相似之处。戏剧性玩法允许玩家通过行动体现角色,专注于角色如何表达自己和做出反应,而不是如何或是否影响事件的总体顺序。在本文中,我们介绍了Puppitor,这是一个基于表演练习和格斗游戏作为核心设计基础的互动故事角色情感表达系统,并将其与Ren’py结合使用,以促进一种新颖的互动叙事体验作为案例研究。
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引用次数: 1
Icepool: Efficient Computation of Dice Pool Probabilities Icepool:骰子池概率的有效计算
A. Liu
Mechanics involving the roll of multiple dice---a "dice pool"---commonly appear in tabletop board games and role-playing games. Existing general-purpose dice pool probability calculators resort to exhaustive enumeration of all possible sorted sequences of rolls, which can quickly become computationally intractable. We propose a dynamic programming algorithm that can efficiently compute probabilities for a wide variety of dice pool mechanics while limiting the need for bespoke optimization. We also present Icepool, a pure Python implementation of the algorithm combined with a library of common dice operations.
涉及投掷多个骰子(“骰子池”)的机制通常出现在桌面桌面游戏和角色扮演游戏中。现有的通用骰子池概率计算器依赖于穷举枚举所有可能排序的掷出序列,这很快就会变得难以计算。我们提出了一种动态规划算法,该算法可以有效地计算各种骰子池机制的概率,同时限制了定制优化的需要。我们还介绍了Icepool,这是该算法的纯Python实现,结合了一个常见骰子操作库。
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引用次数: 0
Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design 游戏系统模型:面向技术游戏分析、生成和设计的语义基础
R. E. Cardona-Rivera, J. Zagal, Michael S. Debus
Game system models introduce abstractions over games in order to support their analysis, generation, and design. While excellent, models to date leave tacit what they abstract over, why they are ontologically adequate, and how they would be realized in the engine underlying the game. In this paper we model these abstraction gaps via the first-order modal mu-calculus. We use it to reify the link between engines to our game interaction model, a player-computer interaction framework grounded in the Game Ontology Project. Through formal derivation and justification, we contend our work is a useful code studies perspective that affords better understanding the semantics underlying game system models in general.
游戏系统模型在游戏中引入抽象概念,以支持游戏的分析、生成和设计。虽然优秀,但迄今为止的模型并未明确它们抽象了什么,为什么它们在本体论上是适当的,以及它们将如何在游戏底层引擎中实现。本文利用一阶模态微积分对这些抽象间隙进行了建模。我们使用它来具体化引擎与我们的游戏交互模型之间的链接,这是一个基于游戏本体项目的玩家-计算机交互框架。通过正式的推导和论证,我们认为我们的工作是一个有用的代码研究视角,可以更好地理解游戏系统模型背后的语义。
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引用次数: 0
Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label Learning 基于多任务多标签学习的数字游戏鲁棒玩家计划识别
A. Goslen, Daniel Carpenter, Jonathan P. Rowe, R. Azevedo, James C. Lester
Plan recognition is a key component of player modeling. Player plan recognition focuses on modeling how and when players select goals and formulate action sequences to achieve their goals during gameplay. By occasionally asking players to describe their plans, it is possible to devise robust plan recognition models that jointly reason about player goals and action sequences in coordination with player input. In this work, we present a player plan recognition framework that leverages data from player interactions with a planning support tool embedded in an educational game for middle school science education, CRYSTAL ISLAND. Players are prompted to use the planning tool to describe their goals and planned actions in CRYSTAL ISLAND. We use this data to devise data-driven player plan recognition models using multi-label multi-task learning. Specifically, we compare single-task and multi-task learning approaches for both goal prediction and action sequence prediction. Results indicate that multi-task learning yields significant benefits for action sequence prediction. Additionally, we find that incorporating automated detectors of plan completion in plan recognition models improves predictive performance in both tasks.
计划识别是球员建模的关键组成部分。玩家计划识别侧重于模拟玩家在游戏过程中如何以及何时选择目标并制定行动序列以实现目标。通过偶尔要求玩家描述他们的计划,我们便能够设计出强大的计划识别模型,并结合玩家的输入去推断玩家的目标和行动序列。在这项工作中,我们提出了一个玩家计划识别框架,该框架利用了嵌入在中学科学教育游戏CRYSTAL ISLAND中的计划支持工具中玩家互动的数据。玩家被提示使用计划工具来描述他们在《水晶岛》中的目标和计划行动。我们使用这些数据设计数据驱动的玩家计划识别模型,使用多标签多任务学习。具体来说,我们比较了单任务和多任务学习方法的目标预测和动作序列预测。结果表明,多任务学习对动作序列预测有显著的好处。此外,我们发现在计划识别模型中加入计划完成的自动检测器可以提高这两个任务的预测性能。
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引用次数: 1
Evaluating Reader Comprehension of Plan-Based Stories Containing Failed Actions 评估读者对包含失败行动的基于计划的故事的理解
Rushit Sanghrajka, R. Young
A growing number of algorithms for story planning include the ability to create stories with failed actions -- in particular failed actions that occur because of the mistaken beliefs of the characters attempting them. To date, most of these systems have been evaluated analytically, primarily by comparing their expressive range to prior story generation systems. Empirical evaluation of these systems has been preliminary. In this paper, we outline a general comprehension-based approach to the evaluation of plan-based story generation. We describe how we specialize it for use evaluating story plans containing failed actions, and we describe the design and results of an experiment using this approach to evaluate plot lines produced by HeadSpace, a system that models the beliefs of characters and uses that model to generate plot lines containing actions that are attempted but that fail.
越来越多的故事规划算法都包含了创造带有失败行动的故事的能力——特别是那些因为角色错误信念而导致的失败行动。迄今为止,大多数这些系统已经进行了分析性评估,主要是通过将它们的表达范围与之前的故事生成系统进行比较。对这些系统的实证评价是初步的。在本文中,我们概述了一种通用的基于理解的方法来评估基于计划的故事生成。我们描述了如何将其专门用于评估包含失败行动的故事计划,并描述了使用此方法评估由HeadSpace生成的情节线的实验设计和结果,HeadSpace是一个模拟角色信念并使用该模型生成包含尝试但失败的行动的情节线的系统。
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引用次数: 0
EM-Glue: A Platform for Decoupling Experience Managers and Environments EM-Glue:经验管理器与环境解耦的平台
G. Mori, D. Thue, Stephan Schiffel
Experience Management uses AI technologies to improve people's experiences within an interactive application by changing the environment while the experience is underway. Game-related research in this field has a trend where each experience manager is built in a way that is tightly integrated with the environment that it can change. One consequence of this integration is that it becomes difficult to compare one manager to another in a single environment, or a single manager to itself across multiple environments. With this paper, we propose a solution for decoupling experience managers from the environments that they can change, through the use of an intermediate software platform. We describe the structure of the platform, a protocol that facilitates communication between a manager and an environment, and how normal communication happens. Moreover, we introduce the Camelot Wrapper, software built to extend the interactive visualization engine Camelot and connect it to our platform.
体验管理使用人工智能技术,在体验进行时通过改变环境来改善人们在交互式应用程序中的体验。这一领域的游戏相关研究有一种趋势,即每个体验管理器都是以一种与环境紧密结合的方式构建的。这种集成的一个后果是,很难在单个环境中比较一个管理器与另一个管理器,或者在多个环境中比较一个管理器与自身。在本文中,我们提出了一种解决方案,通过使用中间软件平台将经验管理器从他们可以更改的环境中解耦。我们描述了平台的结构,一个促进管理器和环境之间通信的协议,以及正常的通信是如何发生的。此外,我们还介绍了Camelot Wrapper,该软件用于扩展交互式可视化引擎Camelot并将其连接到我们的平台。
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引用次数: 0
Puck: A Slow and Personal Automated Game Designer Puck:一个缓慢的个人自动游戏设计师
Michael Cook
In this paper we introduce Puck, a new automated game design system which combines continuous creativity with an exhaustive approach to content generation. We explain the motivation behind Puck, and in particular its focus on users and small communities. Puck is, to our knowledge, the first automated game designer that can be downloaded and individualise itself through testing and design. We then describe the engineering and structure of the system, detail some initial outputs and evaluation of the system, and future work.
在本文中,我们将介绍《Puck》,这是一款全新的自动化游戏设计系统,它将持续的创造力与详尽的内容生成方法相结合。我们解释了Puck背后的动机,特别是它对用户和小社区的关注。据我们所知,Puck是第一个可以下载并通过测试和设计实现个性化的自动化游戏设计师。然后,我们描述了系统的工程和结构,详细介绍了系统的一些初始输出和评估,以及未来的工作。
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引用次数: 2
RPGPref: A Planning Heuristic That Uses Playstyle Preferences to Model Player Action and Choice RPGPref:使用游戏风格偏好来模拟玩家行动和选择的计划启发式
Eric W. Lang, R. Young
Recent work extending planning algorithms that reason about action and change has been successful at supporting game design, player modeling, and story generation. Incorporating agent preferences over actions and propositions into a planning process allows for a more accurate prediction of what a human might do when solving a problem like playing through a game level. This paper presents the preference-based planning heuristic RPGPref which uses relaxed plan graphs (RPGs) and preference sets to guide a planner toward a preference-conforming path to its goal. A human subjects evaluation confirms that RPGPref successfully guides the planning process toward solution plans that recognizably match and differentiate player playstyles.
最近关于行动和变化的计划算法的扩展工作在支持游戏设计、玩家建模和故事生成方面取得了成功。将代理偏好与行动和命题结合到计划过程中,可以更准确地预测人类在解决问题(如玩游戏关卡)时可能会做什么。本文提出了一种基于偏好的规划启发式算法RPGPref,该算法使用宽松规划图和偏好集来引导规划者通过符合偏好的路径到达目标。人类受试者评估证实,RPGPref成功地将计划过程引向了能够识别匹配和区分玩家游戏风格的解决方案。
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引用次数: 1
FarmQuest: A Demonstration of an AI Director Video Game Test Bed 《FarmQuest: AI Director电子游戏测试平台
Kristen K. Yu, Matthew J. Guzdial, Nathan R Sturtevant
In AI director research, it is not straightforward for researchers to understand how each algorithm affects the player experience. This demo introduces PWR, which is a new fully developed video game test bed to evaluate AI directors. This demo includes 3 different AI director algorithms in order to help researchers improve their intuition for understanding the differences between potential algorithms, and also provides insight on the framework required to author a new AI director. This test bed can support future AI director research by allowing for direct comparisons of new algorithms.
在AI导演研究中,研究人员并不容易理解每种算法如何影响玩家体验。这个演示介绍了PWR,这是一个全新的完全开发的视频游戏测试平台,用于评估AI导演。该演示包括3种不同的AI指挥算法,以帮助研究人员提高他们对潜在算法之间差异的直觉,并提供编写新AI指挥所需的框架的见解。这个测试平台可以通过直接比较新算法来支持未来的人工智能导演研究。
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引用次数: 0
期刊
Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference
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