Automated Planning and Player Modeling for Interactive Storytelling

Q2 Computer Science
A. Ramirez, V. Bulitko
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引用次数: 41

Abstract

Storytelling plays an important role in human life, from everyday communication to entertainment. Interactive storytelling (IS) offers its audience an opportunity to actively participate in the story being told, particularly in video games. Managing the narrative experience of the player is a complex process that involves choices, authorial goals and constraints of a given story setting (e.g., a fairy tale). Over the last several decades, a number of experience managers using artificial intelligence (AI) methods such as planning and constraint satisfaction have been developed. In this paper, we extend existing work and propose a new AI experience manager called player-specific automated storytelling (PAST), which uses automated planning to satisfy the story setting and authorial constraints in response to the player's actions. Out of the possible stories algorithmically generated by the planner in response, the one that is expected to suit the player's style best is selected. To do so, we employ automated player modeling. We evaluate PAST within a video-game domain with user studies and discuss the effects of combining planning and player modeling on the player's perception of agency.
交互式故事叙述的自动规划和玩家建模
讲故事在人类生活中扮演着重要的角色,从日常交流到娱乐。交互式故事叙述(IS)为用户提供了一个积极参与故事叙述的机会,特别是在电子游戏中。管理玩家的叙述体验是一个复杂的过程,涉及到选择、创作目标和给定故事背景的约束(如童话故事)。在过去的几十年里,许多使用人工智能(AI)方法(如规划和约束满足)的体验管理器已经被开发出来。在本文中,我们扩展了现有的工作,并提出了一种新的AI体验管理器,称为玩家特定的自动故事叙述(PAST),它使用自动计划来满足故事设置和作者约束,以响应玩家的行动。从计划者根据算法生成的可能故事中,选择最符合玩家风格的故事。为此,我们使用了自动玩家建模。我们通过用户研究来评估视频游戏领域中的PAST,并讨论将计划和玩家建模结合起来对玩家代理感知的影响。
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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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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