In many intelligent interactive narratives, the player controls an avatar while an experience manager controls non-player characters (NPCs). The space of all stories can be viewed as a story graph, where nodes are states and edges are actions taken by the player, by NPCs, or by both jointly. In this paper, we cast experience management as a story graph pruning problem. We start with the full graph and prune intelligently until each NPC has at most one action in every state. Considering the entire graph allows us to foresee the long-term consequences of every pruning decision on the space of possible stories. By never pruning player actions, we ensure the experience manager can accommodate any choice. When used to control the story of an adventure game, players found our technique generally produced higher agency and more believable NPC behavior than a control.
|Title of host publication||Proceedings of the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019|
|Number of pages||7|
|State||Published - 2019|
|Event||15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019 - Atlanta, United States|
Duration: Oct 8 2019 → Oct 12 2019
|Name||Proceedings of the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019|
|Conference||15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019|
|Period||10/8/19 → 10/12/19|
Bibliographical noteFunding Information:
This research was supported by NSF awards IIS-1464127 and IIS-1647427. Supercomputing was provided by the Louisiana Optical Networking Initiative.
Copyright © 2019, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
ASJC Scopus subject areas
- Visual Arts and Performing Arts
- Artificial Intelligence