Adaptive Storytelling and Story Repair in a Dynamic Environment

Richard Paul, DK Charles, Michael McNeill, DMG McSherry

Research output: Chapter in Book/Report/Conference proceedingConference contribution

7 Citations (Scopus)

Abstract

Abstract. Most stories constructed by game designers are inherently linear innature, with the result that player interactions have limited impact on the directionof the game narrative. Massively multiplayer online role-play games(MMORPGs) typically contain thousands of linearly scripted storylines, andstories generally do not adapt to player interactions or changes in the gameworldstate. However, there is some evidence that interactive storytelling techniquesmay have the potential to enhance narrative experience in these onlineworlds. An important challenge is the need for ongoing stories to be seamlesslyadapted when story plans are invalidated by unforeseen events in the gameworld, such as the actions of player characters. In this paper we present noveltechniques for repairing story plans while maintaining plot coherence and demonstratetheir ability to
LanguageEnglish
Title of host publicationUnknown Host Publication
EditorsSi, M. André, E. Lester, J Tanenbaum, V Zammitto
Number of pages12
Volume7069
Publication statusPublished - 9 Nov 2011
EventThe Fourth International Conference on Interactive Digital Storytelling - Vancouver, Canada
Duration: 9 Nov 2011 → …

Conference

ConferenceThe Fourth International Conference on Interactive Digital Storytelling
Period9/11/11 → …

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Keywords

  • multiplayer games
  • interactive storytelling
  • virtual worlds
  • hierarchical
  • task networks
  • planning
  • story repair

Cite this

Paul, R., Charles, DK., McNeill, M., & McSherry, DMG. (2011). Adaptive Storytelling and Story Repair in a Dynamic Environment. In S. M. André, E. Lester, J. Tanenbaum, & V. Zammitto (Eds.), Unknown Host Publication (Vol. 7069)
Paul, Richard ; Charles, DK ; McNeill, Michael ; McSherry, DMG. / Adaptive Storytelling and Story Repair in a Dynamic Environment. Unknown Host Publication. editor / Si, M. André ; E. Lester ; J Tanenbaum ; V Zammitto. Vol. 7069 2011.
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abstract = "Abstract. Most stories constructed by game designers are inherently linear innature, with the result that player interactions have limited impact on the directionof the game narrative. Massively multiplayer online role-play games(MMORPGs) typically contain thousands of linearly scripted storylines, andstories generally do not adapt to player interactions or changes in the gameworldstate. However, there is some evidence that interactive storytelling techniquesmay have the potential to enhance narrative experience in these onlineworlds. An important challenge is the need for ongoing stories to be seamlesslyadapted when story plans are invalidated by unforeseen events in the gameworld, such as the actions of player characters. In this paper we present noveltechniques for repairing story plans while maintaining plot coherence and demonstratetheir ability to",
keywords = "multiplayer games, interactive storytelling, virtual worlds, hierarchical, task networks, planning, story repair",
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note = "Reference text: 1. Electronic Arts: Mass Effect 3 (2012) 2. Sony Computer Entertainment: Heavy Rain (2010) 3. Klug, C.: Implementing Stories in Massively Multiplayer Games, http://www .gamasutra.com/view/feature/2949/implementing_stories_in_massively_ .php (2002) 4. Tychsen, A., Hitchens, M.: Ghost Worlds – Time and Consequence in MMORPGs. In: G{\"o}bel, S. et al. (eds.) TIDSE 2006. LNCS (LNAI), vol. 4326, pp. 300–311. Springer, Heidelberg (2006) 5. Paul, R., Charles, D., McNeill, M., McSherry, D.: MIST: An Interactive Storytelling System with Variable Character Behavior. In: Aylett, R. et al. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 4–15. Springer, Heidelberg (2010) 6. Fairclough, C.R.: Story Games and the OPIATE System. PhD Thesis, Trinity College Dublin (2004) 7. Propp, V.Y.: Morphology of the Folk Tale. University of Texas Press (1977) 8. Tomaszewski, Z., Binsted, K.: The Limitations of a Propp-based Approach to Interactive Drama. AAAI 2007 Fall Symposium on Intelligent Narrative Technologies. Menlo Park, CA (2007) 9. Magerko, B.: Story Representation and Interactive Drama. In: Young, M.R., Laird, J.E. (eds.) Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 87– 92. AAAI Press (2005) 10. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training. International Transactions on Systems Science and Applications 4, 23-42 (2008) 11. Barber, H.: Generator of Adaptive Dilemma-based Interactive Narratives. PhD Thesis, University of York (2008) 12. Blum, A.L., Furst, M.L.: Fast Planning Through Planning Graph Analysis. Artif. Intell. 90, 281–300 (1997) 13. Young, R.M., Riedl, M.O., Branly, M., Jhala, A., Martin, R.J., Saretto, C.J.: An Architecture for Integrating Plan-based Behavior Generation with Interactive Game Environments. Journal of Game Development 1, 51–70 (2004) 14. Cavazza, M., Charles, F., Mead, S.J.: Character-based Interactive Storytelling. IEEE Intelligent Systems 17, 17–24 (2002) 15. Georgeff, M.P., Pell, B., Pollack, M.E., Tambe, M., Wooldridge, M.: The Belief-Desire- Intention Model of Agency. In: M{\"u}ller, J.P. et al. (eds.) ATAL 1998. LNAI, vol. 1555. Springer, Heidelberg (1999) 16. Erol, K.: Hierarchical Task Network Planning: Formalization, Analysis, and Implementation. PhD Thesis, University of Maryland (1996) 17. Fikes, R.E., Nilsson, N.J.: STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving. Artif. Intell. 2, 189–208 (1971) 18. Lekav{\'y}, M., N{\'a}vrat, P.: Expressivity of STRIPS-like and HTN-like Planning. In: Grzech, A. (ed.) KES-AMSTA 2007. LNAI 4496, pp. 121–130. Springer, Heidelberg (2007) 19. Riedl, M.O., Young, R.M.: Narrative Planning: Balancing Plot and Character. J. Artif. Intell. Res. 39, 217–268 (2010) 20. Nau, D., Au, T.-C., Ilghami, O., Kuter, U., Wu, D., Yaman, F., Mu{\~n}oz-Avila, H., Murdock, J.W.: Applications of SHOP and SHOP2. IEEE Intelligent Systems 20, 34-41 (2005)",
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Paul, R, Charles, DK, McNeill, M & McSherry, DMG 2011, Adaptive Storytelling and Story Repair in a Dynamic Environment. in SM André, E Lester, J Tanenbaum & V Zammitto (eds), Unknown Host Publication. vol. 7069, The Fourth International Conference on Interactive Digital Storytelling, 9/11/11.

Adaptive Storytelling and Story Repair in a Dynamic Environment. / Paul, Richard; Charles, DK; McNeill, Michael; McSherry, DMG.

Unknown Host Publication. ed. / Si, M. André; E. Lester; J Tanenbaum; V Zammitto. Vol. 7069 2011.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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AU - Charles, DK

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N1 - Reference text: 1. Electronic Arts: Mass Effect 3 (2012) 2. Sony Computer Entertainment: Heavy Rain (2010) 3. Klug, C.: Implementing Stories in Massively Multiplayer Games, http://www .gamasutra.com/view/feature/2949/implementing_stories_in_massively_ .php (2002) 4. Tychsen, A., Hitchens, M.: Ghost Worlds – Time and Consequence in MMORPGs. In: Göbel, S. et al. (eds.) TIDSE 2006. LNCS (LNAI), vol. 4326, pp. 300–311. Springer, Heidelberg (2006) 5. Paul, R., Charles, D., McNeill, M., McSherry, D.: MIST: An Interactive Storytelling System with Variable Character Behavior. In: Aylett, R. et al. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 4–15. Springer, Heidelberg (2010) 6. Fairclough, C.R.: Story Games and the OPIATE System. PhD Thesis, Trinity College Dublin (2004) 7. Propp, V.Y.: Morphology of the Folk Tale. University of Texas Press (1977) 8. Tomaszewski, Z., Binsted, K.: The Limitations of a Propp-based Approach to Interactive Drama. AAAI 2007 Fall Symposium on Intelligent Narrative Technologies. Menlo Park, CA (2007) 9. Magerko, B.: Story Representation and Interactive Drama. In: Young, M.R., Laird, J.E. (eds.) Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 87– 92. AAAI Press (2005) 10. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training. International Transactions on Systems Science and Applications 4, 23-42 (2008) 11. Barber, H.: Generator of Adaptive Dilemma-based Interactive Narratives. PhD Thesis, University of York (2008) 12. Blum, A.L., Furst, M.L.: Fast Planning Through Planning Graph Analysis. Artif. Intell. 90, 281–300 (1997) 13. Young, R.M., Riedl, M.O., Branly, M., Jhala, A., Martin, R.J., Saretto, C.J.: An Architecture for Integrating Plan-based Behavior Generation with Interactive Game Environments. Journal of Game Development 1, 51–70 (2004) 14. Cavazza, M., Charles, F., Mead, S.J.: Character-based Interactive Storytelling. IEEE Intelligent Systems 17, 17–24 (2002) 15. Georgeff, M.P., Pell, B., Pollack, M.E., Tambe, M., Wooldridge, M.: The Belief-Desire- Intention Model of Agency. In: Müller, J.P. et al. (eds.) ATAL 1998. LNAI, vol. 1555. Springer, Heidelberg (1999) 16. Erol, K.: Hierarchical Task Network Planning: Formalization, Analysis, and Implementation. PhD Thesis, University of Maryland (1996) 17. Fikes, R.E., Nilsson, N.J.: STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving. Artif. Intell. 2, 189–208 (1971) 18. Lekavý, M., Návrat, P.: Expressivity of STRIPS-like and HTN-like Planning. In: Grzech, A. (ed.) KES-AMSTA 2007. LNAI 4496, pp. 121–130. Springer, Heidelberg (2007) 19. Riedl, M.O., Young, R.M.: Narrative Planning: Balancing Plot and Character. J. Artif. Intell. Res. 39, 217–268 (2010) 20. Nau, D., Au, T.-C., Ilghami, O., Kuter, U., Wu, D., Yaman, F., Muñoz-Avila, H., Murdock, J.W.: Applications of SHOP and SHOP2. IEEE Intelligent Systems 20, 34-41 (2005)

PY - 2011/11/9

Y1 - 2011/11/9

N2 - Abstract. Most stories constructed by game designers are inherently linear innature, with the result that player interactions have limited impact on the directionof the game narrative. Massively multiplayer online role-play games(MMORPGs) typically contain thousands of linearly scripted storylines, andstories generally do not adapt to player interactions or changes in the gameworldstate. However, there is some evidence that interactive storytelling techniquesmay have the potential to enhance narrative experience in these onlineworlds. An important challenge is the need for ongoing stories to be seamlesslyadapted when story plans are invalidated by unforeseen events in the gameworld, such as the actions of player characters. In this paper we present noveltechniques for repairing story plans while maintaining plot coherence and demonstratetheir ability to

AB - Abstract. Most stories constructed by game designers are inherently linear innature, with the result that player interactions have limited impact on the directionof the game narrative. Massively multiplayer online role-play games(MMORPGs) typically contain thousands of linearly scripted storylines, andstories generally do not adapt to player interactions or changes in the gameworldstate. However, there is some evidence that interactive storytelling techniquesmay have the potential to enhance narrative experience in these onlineworlds. An important challenge is the need for ongoing stories to be seamlesslyadapted when story plans are invalidated by unforeseen events in the gameworld, such as the actions of player characters. In this paper we present noveltechniques for repairing story plans while maintaining plot coherence and demonstratetheir ability to

KW - multiplayer games

KW - interactive storytelling

KW - virtual worlds

KW - hierarchical

KW - task networks

KW - planning

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M3 - Conference contribution

SN - ISBN 978-3-642-25288-4

VL - 7069

BT - Unknown Host Publication

A2 - André, Si, M.

A2 - Lester, E.

A2 - Tanenbaum, J

A2 - Zammitto, V

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Paul R, Charles DK, McNeill M, McSherry DMG. Adaptive Storytelling and Story Repair in a Dynamic Environment. In André SM, Lester E, Tanenbaum J, Zammitto V, editors, Unknown Host Publication. Vol. 7069. 2011