Multiagent Narrative Experience Management as Story Graph Pruning

  • Stephen Ware
  • , Edward T. Garcia
  • , Mira Fisher
  • , Alireza Shirvani
  • , Rachelyn Farrell

Producción científica: Articlerevisión exhaustiva

10 Citas (Scopus)

Resumen

In interactive narratives, experience management is used to control the world and the nonplayer characters (NPCs) a player interacts with, encouraging particular types of stories or discouraging others. The space of all stories in a narrative can be understood as a story graph, with story states as nodes and actions in the story as directed edges. In this article, we present experience management as a graph pruning problem. Starting with the full story graph, edges representing NPC actions may be pruned until there is at most one action per NPC per state. With the full graph available, the choice of what to prune may consider all possible futures, and we can ensure that undesirable stories are not reachable. By never pruning player actions, we ensure the player may make any choice and still be accommodated in the story. When this method was used to manage the story of an adventure game, players found our technique generally produced higher agency and more-believable NPC behaviors than a control. Finally, we discuss scaling the results of this method for practical use.

Idioma originalEnglish
Páginas (desde-hasta)378-387
Número de páginas10
PublicaciónIEEE Transactions on Games
Volumen15
N.º3
DOI
EstadoPublished - sept 1 2023

Nota bibliográfica

Publisher Copyright:
© 2018 IEEE.

Financiación

This work was supported by the NSF under Grant IIS-1464127, Grant IIS-1647427, Grant IIS-1454127, Grant IIS-1647427, and Grant IIS-1911053.

FinanciadoresNúmero del financiador
National Science Foundation (NSF)IIS-1464127, IIS-1911053, IIS-1454127, IIS-1647427

    ASJC Scopus subject areas

    • Software
    • Artificial Intelligence
    • Electrical and Electronic Engineering
    • Control and Systems Engineering

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