• DocumentCode
    3600608
  • Title

    Automated Planning and Player Modeling for Interactive Storytelling

  • Author

    Ramirez, Alejandro ; Bulitko, Vadim

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Alberta, Edmonton, AB, Canada
  • Volume
    7
  • Issue
    4
  • fYear
    2015
  • Firstpage
    375
  • Lastpage
    386
  • Abstract
    Storytelling plays an important role in human life, from everyday communication to entertainment. Interactive storytelling (IS) offers its audience an opportunity to actively participate in the story being told, particularly in video games. Managing the narrative experience of the player is a complex process that involves choices, authorial goals and constraints of a given story setting (e.g., a fairy tale). Over the last several decades, a number of experience managers using artificial intelligence (AI) methods such as planning and constraint satisfaction have been developed. In this paper, we extend existing work and propose a new AI experience manager called player-specific automated storytelling (PAST), which uses automated planning to satisfy the story setting and authorial constraints in response to the player´s actions. Out of the possible stories algorithmically generated by the planner in response, the one that is expected to suit the player´s style best is selected. To do so, we employ automated player modeling. We evaluate PAST within a video-game domain with user studies and discuss the effects of combining planning and player modeling on the player´s perception of agency.
  • Keywords
    computer games; constraint satisfaction problems; interactive systems; planning (artificial intelligence); AI experience manager; AI methods; PAST; artificial intelligence; authorial constraints; automated planning; automated player modeling; constraint satisfaction; interactive storytelling; player actions; player narrative experience; player perception; player-specific automated storytelling; story setting; video games; Artificial intelligence; Computational intelligence; Computational modeling; Games; Planning; Trajectory; Variable speed drives; Artificial intelligence (AI); automated planning; evaluation; interactive storytelling (IS); player modeling;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2014.2346690
  • Filename
    6874544