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Future Directions in Interactive Fiction

Explore the current status and future trends in interactive fiction with a focus on emerging technologies and storytelling techniques. Learn about AI advancements, the Oz Project, and the impact of rich world infrastructures on user immersion and experience.

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Future Directions in Interactive Fiction

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  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 • Crawford’s Erasmatazz • Hayes-Roth’s Virtual Theater • Perlin’s Improv project • ICT’s use of drama in training • Marc Cavazza’s 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 player’s 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 • Can’t 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 doesn’t have floating point! • Richer models are possible but rare • e.g., Infocom’s 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 author’s 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., Lester’s 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 today’s NPCs • avoid brittleness • Don’t have to be brilliant • Don’t 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. Interaction • The player’s 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

  14. 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

  15. 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

  16. 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

  17. Drama management as metagaming • Drama Manager in effect is playing a game • Presumably non-adversarial • Ideally, the player doesn’t know that it is there • “Moves” for the Drama Manager • Changing behavior of NPCs • Random events in the world • Acts of God

  18. Crawford’s 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, …)

  19. Hayes-Roth’s 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)

  20. Perlin’s 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

  21. Ken Perlin’s Responsive Face demo

  22. 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.

  23. 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

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

  25. Interactive Storytelling • Marc Cavazza’s 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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