{"title":"Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation","authors":"Sam Snodgrass, A. Summerville, Santiago Ontañón","doi":"10.1609/aiide.v13i1.12930","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12930","url":null,"abstract":"\u0000 \u0000 The exploration of Procedural Content Generation via Machine Learning (PCGML) has been growing in recent years. However, while the number of PCGML techniques and methods for evaluating PCG techniques have been increasing, little work has been done in determining how the quality and quantity of the training data provided to these techniques effects the models or the output. Therefore, little is known about how much training data would actually be needed to deploy certain PCGML techniques in practice. In this paper we explore this question by studying the quality and diversity of the output of two well-known PCGML techniques (multi-dimensional Markov chains and Long Short-term Memory Recurrent Neural Networks) in generating Super Mario Bros. levels while varying the amount and quality of the training data.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"33 1","pages":"122-128"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77583253","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reputation Systems for Non-Player Character Interactions Based on Player Actions","authors":"J. A. Brown, Jooyoung Lee, N. Kraev","doi":"10.1609/aiide.v13i1.12950","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12950","url":null,"abstract":"\u0000 \u0000 In digital games there is an emphasis on the idea of quest completion; by completing a quest the character wins resources from the giver of the quest, they also will gain a reputation among the Non-Player Characters (NPCs) for its completion. However, this reputation currently propagates across the game world in an unrealistic manner; many NPCs will know of a completion of a quest many townships over without a narrative rationale. In this paper, we examine a method for allowing NPC interactions to spread reputation in a game world from an initial witness point of a quest completion to all other NPCs. This model is examined in a series of connected graphs: size five models, small world graphs, and graphs developed from digital games. Tests show that propagation of the information is highly dependent upon easily established properties of interactions, such as the graph regularity, average degree, and diameter. Further, real game graphs demonstrate that information generated in high population hubs can be propagated faster than that generated in smaller quests from outlying areas.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"63 1","pages":"151-157"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86032974","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards Adaptability of Demonstration-Based Training of NPC Behavior","authors":"John Drake, A. Safonova, M. Likhachev","doi":"10.1609/aiide.v13i1.12949","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12949","url":null,"abstract":"\u0000 \u0000 Using demonstration to guide behavior generation for non-player characters (NPCs) is a challenging problem. Particularly, as new situations are encountered, demonstration records often do not closely correspond with the task at hand. Open-world games such as The Elder Scrolls V: Skyrim or Borderlands often reuse locations within the game world for multiple quests. In each new quest at each location, the particular configuration of game elements such as health packs, weapons, and enemies changes. In this paper, we present an approach that utilizes user demonstrations for generating NPC behaviors while accommodating such variations in the game configuration across quests.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"54 1","pages":"179-185"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81447624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Character Focused Narrative Models for Computational Storytelling","authors":"Leonid Berov","doi":"10.1609/aiide.v13i1.12909","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12909","url":null,"abstract":"\u0000 \u0000 My thesis aims at conceptualizing and implementing a computational model of narrative generation that is informed by narratological theory as well as cognitive multi-agent simulation models. It approaches this problem by taking a mimetic stance towards fictional characters and investigates how narrative phenomena related to characters can be computationally recreated from a deep character model grounded in multi agent systems. Based on such a conceptualization of narrative it explores how the generation of plot can be controlled, and how the quality of the resulting plot can be evaluated, in dependence of fictional characters. By that it contributes to research on computational creativity by implementing an evaluative storytelling system, and to narratology by proposing a generative narrative theory based on several post-structuralist descriptive theories.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"13 1","pages":"277-279"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77133079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Implementation of an Automated Fire Support Planner","authors":"Byron R. Harder, Imre Balogh, C. Darken","doi":"10.1609/aiide.v12i1.12867","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12867","url":null,"abstract":"\u0000 \u0000 Although the employment of fire support is a staple of modern military doctrine, today's constructive combat simulations depend on meticulous human input to generate any appropriate fire support plans. This status quo can be improved through AI techniques. We implement models of tactical risk, reduction of risk, and suppression effects in a representative combat simulation, as well as a greedy fire support planning algorithm that leverages these concepts. The algorithm is theoretically non-optimal, but testing shows that the resulting fire support plans are effective at improving simulated combat results and have some realistic emergent properties. The practical running time of the planner is less than 20 seconds for a company-sized unit, including navigation graph setup. The planner's best-first approach scales naturally in more time-constrained environments.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"65 1","pages":"51-57"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78193429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Causal Link Semantics for Narrative Planning Using Numeric Fluents","authors":"Rachelyn Farrell, Stephen G. Ware","doi":"10.1609/aiide.v13i1.12954","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12954","url":null,"abstract":"\u0000 \u0000 Narrative planners would be able to represent richer, more realistic story domains if they could use numeric variables for certain properties of objects, such as money, age, temperature, etc. Modern state-space narrative planners make use of causal links—structures that represent causal dependencies between actions—but there is no established model of a causal link that applies to actions with numeric preconditions and effects. In order to develop a semantic definition for causal links that handles numeric fluents and is consistent with the human understanding of causality, we designed and conducted a user study to highlight how humans perceive enablement when dealing with money. Based on our evaluation, we present a causal semantics for intentional planning with numeric fluents, as well as an algorithm for generating the set of causal links identified by our model from a narrative plan.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"5 1","pages":"193-199"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76120323","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search","authors":"V. Soo, Chi-Mou Lee, T. Chen","doi":"10.1609/aiide.v12i1.12875","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12875","url":null,"abstract":"\u0000 \u0000 We construct a large scale of causal knowledge in term of Fabula elements by extracting causal links from existing common sense ontology ConceptNet5. We design a Constrained Monte Carlo Tree Search (cMCTS) algorithm that allows users to specify positive and negative concepts to appear in the generated stories. cMCTS can find a believable causal story plot. We show the merits by experiments and discuss the remedy strategies in cMCTS that may generate incoherent causal plots.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"10 1","pages":"218-224"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74515887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Practical Specification of Belief Manipulation in Games","authors":"Markus Eger, Chris Martens","doi":"10.1609/aiide.v13i1.12921","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12921","url":null,"abstract":"\u0000 \u0000 Actions that affect knowledge asymmetrically between agents occur in numerous domains, from card games such as poker to the secure transmission of information. Applications in such domains often depend on reflection over knowledge, including what an agent knows about what other agents know. We are interested in enabling formal specification of these systems which may be used for executable prototyping as well as verification and other formal reasoning. Dynamic Epistemic Logic provides a formal basis for such reasoning, but is often prohibitively cumbersome to use in practice. We present an implementation and macro system called Ostari, backed by a particular flavor of Dynamic Epistemic Logic, which allows us to scale the ideas to more realistic problems. We demonstrate how actions that manipulate agents' beliefs can be written concisely and how this capability can be applied to modeling a popular card game by utilizing our system's ability to execute action sequences, answer queries about knowledge states, and find action sequences to satisfy a particular goal.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"4 1","pages":"30-36"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72523470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Empirical Evaluation of a Generative Method for the Expression of Personality Traits through Action Choice","authors":"Julio César Bahamón, R. Young","doi":"10.1609/aiide.v13i1.12951","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12951","url":null,"abstract":"\u0000 \u0000 The presence of interesting and compelling characters is an essential component of effective narrative. Well-developed characters have features that enable them to significantly enhance the believability and quality of a story. In this paper, we describe the results of an experiment to evaluate a planning-based narrative generation system that focuses on the generation of stories that express character. The system is designed to automatically produce narratives that show character personality traits through the choices characters make when selecting the means by which they achieve their goals. Results from our study support the hypothesis that an audience presented with stories generated by Mask will attribute personality traits to the story characters that have significant correlation with the computational model of personality used to drive the characters' choices.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"94 1","pages":"144-150"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73931331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pre-Learning Experiences with Co-Creative Agents in Museums","authors":"D. Long","doi":"10.1609/aiide.v13i1.12912","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12912","url":null,"abstract":"\u0000 \u0000 Co-creative agents, or artificially intelligent computer agents that can collaborate creatively in real-time with human partners, have proven successful in being both creatively engaging and fun to interact with. Prior research in museum experience design also indicates that due to their incorporation of embodied interaction, creative narrative construction, and personal identity, co-creative agents have potential to drive pre-learning experiences that motivate participants to learn more about technology in museum settings. However, many co-creative agents fall short in effectively communicating technology-related educational outcomes. My work aims to explore how museum experiences involving co-creative agents can be designed and evaluated such that they both foster creative engagement and facilitate pre-learning experiences, using two interactive installation projects (LuminAI and TuneTable) as technical probes.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"4 1","pages":"298-300"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85521694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}