Multiagent Narrative Experience Management as Story Graph Pruning

Multiagent Narrative Experience Management as Story Graph Pruning
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作为故事图修剪的多主体叙事体验管理

DOI:
10.1109/tg.2022.3177125
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发表时间:
2019
影响因子:
2.3
通讯作者:
Rachelyn Farrell
Rachelyn Farrell
中科院分区:
计算机科学3区
文献类型:
--
作者:
Stephen G. Ware;E. T. Garcia;Mira Fisher;A. Shirvani;Rachelyn Farrell

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在互动式叙述中,体验管理用于控制世界和与玩家互动的非玩家角色(npc),鼓励特定类型的故事或阻止其他故事。叙事中所有故事的空间都可以被理解为一个故事图,故事状态是节点,故事中的行动是有向边。在这篇文章中,我们把经验管理看作一个图修剪问题。从完整的故事图开始,代表NPC行动的边缘可能会被修剪,直到每个NPC每个状态最多有一个行动。有了完整的图表,选择修剪什么可以考虑所有可能的未来,我们可以确保不受欢迎的故事无法实现。通过不削减玩家的行动,我们确保玩家可以做出任何选择,并且仍然能够适应故事。当这种方法被用于管理冒险游戏的故事时,玩家发现我们的技术通常会产生比控制更高级的代理和更可信的NPC行为。最后,我们讨论了该方法的缩放结果的实际应用。
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.
结合意向性和信念:重新审视可信的性格计划
DOI: --
发表时间: 2018
期刊: Proceedings of the 14th AAAI International Conference on Artificial Intelligence and Interactive Digital Entertainment
影响因子: --
作者:
Shirvani, Alireza;Farrell, Rachelyn;Ware, Stephen G.
通讯作者: Ware, Stephen G.
状态空间叙事规划的可能世界信念模型
DOI: --
发表时间: 2017
期刊: Artificial Intelligence and Interactive Digital Entertainment
影响因子: --
作者:
Shirvani, Alireza;Ware, Stephen G;Farrell, Rachelyn
通讯作者: Farrell, Rachelyn