Interactive drama, art and artificial intelligence

作者: Jaime Carbonell , Joseph Bates , Michael Mateas

DOI:

关键词:

摘要: Artificial intelligence methods open up new possibilities in art and entertainment, enabling rich deeply interactive experiences. At the same time as AI opens fields of artistic expression, AI-based itself becomes a fundamental research agenda, posing answering novel questions that would not be raised unless doing context entertainment. I call this which mutually inform each other, Expressive AI. takes seriously problem building intelligences robustly function outside lab, engaging human participants intellectually aesthetically satisfying interactions, which, hopefully, teach us something about ourselves. This thesis describes specific piece, an drama called Facade, practice AI, using well additional artwork described appendices, case studies. An is dramatically interesting virtual world inhabited by computer-controlled characters, within player experiences story from first person perspective. Over past decade, there has been fair amount into believable agents, is, autonomous characters exhibiting personalities, emotions, social interactions. There comparatively little work, however, exploring how local, reactive behavior agents can integrated with more global, deliberative nature plot, so to build interactive, dramatic worlds. This presents published system integrates character (believable agents), (drama management) shallow natural language processing complete system. Facade will publicly released free download 2003. In architecture, unit plot/character integration beat. In theory writing, beats are smallest action, consisting short dialog exchange or small physical action. As architectural entities, organize both procedural knowledge accomplish beat's declarative sequence beat evolving plot. Instead conceiving strongly entities coordinate action through purely local decision-making, instead weakly autonomous—the character's behavioral repertoire dynamically changes sequenced. (Abstract shortened UMI.)

参考文章(152)
George M. Ferguson, James F. Allen, Brad W. Miller, Eric K. Ringger, The Design and Implementation of the TRAINS-96 System: A Prototype Mixed-Initiative Planning Assistant Defense Technical Information Center. ,(1996) , 10.21236/ADA329931
Ben Resner, Andrew Stern, Adam Frank, Virtual Petz: A Hybrid Approach to Creating Autonomous, Lifelike Dogz and Catz. Agents. pp. 334- 335 ,(1998)
Robert P. Abelson, J. Douglas Carroll, Computer Simulation of Individual Belief Systems1 American Behavioral Scientist. ,vol. 8, pp. 24- 30 ,(1965) , 10.1177/000276426500800908
Alon Lavie, Masaru Tomita, GLR* – An Efficient Noise-skipping Parsing Algorithm For Context Free Grammars Proceedings of the Third International Workshop on Parsing Technologies. pp. 123- 134 ,(1993)
Marie-Laure Ryan, Beyond Myth and Metaphor* -The Case of Narrative in Digital Media Game Studies. ,vol. 1, ,(2001)
Erik T. Mueller, Daydreaming in humans and machines ,(1990)