AI-based animation for interactive storytelling

M. Cavazza, Fred Charles, Steven J. Mead
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引用次数: 30

Abstract

In this paper, we describe a method for implementing AI-based animation of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal/sup TM/ game engine and carried out experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. The set of all possible behaviours, accounting for various instantiations of a basic plot, can be represented through an AND/OR graph. A real-time variant of the AO* algorithm can be used to interleave planning and action, thus allowing characters to interact between themselves and with the user. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.
基于人工智能的交互式故事动画
在本文中,我们描述了一种在交互式故事背景下实现基于人工智能的人工演员动画的方法。我们基于Unreal/sup TM/游戏引擎开发了一个完全实现的原型,并以一个简单的情景喜剧场景进行了实验。我们将讨论人工角色在互动故事中的核心作用,以及他们的行为是如何实时生成并参与到动态故事情节的创造中。我们遵循之前的工作,通过AI规划形式描述人工行为者的行为,并使其适应叙事表现的背景。所有可能行为的集合,考虑到一个基本图的各种实例,可以通过AND/OR图来表示。AO*算法的实时变体可以用来交织计划和行动,从而允许角色在他们自己之间和与用户互动。最后,我们给出了几个由系统从人工演员的动态交互中生成的短情节和情境的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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