Emotional Characters for Automatic Plot Creation (original) (raw)
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Narrative Generation through Characters’ Point of View
Virtual Actors are at the heart of Interactive Storytelling systems and in recent years multiple approaches have been described to specify their autonomous behaviour. One well known problem is how to achieve a balance between the characters' autonomy, defined in terms of their individual roles and motivations, and the global structure of the plot, which tends to emphasise narrative phenomena and the coordination of multiple characters. In this paper we report a new approach to the definition of virtual characters aimed at achieving a balance between character autonomy and global plot structure. Where previous approaches have tended to focus on individual actions our objective is to reincorporate higher-level narrative elements in the behaviour of individual actors and address the relation between character and plot at the level of behaviour representation. To this end we introduce the notion of a characters' Point of View and show how it enables a story to be described from the perspective of a number of different characters: it is not merely a presentation effect it is also a different way to tell a story. As an illustration, we have developed an Interactive Narrative based on Shakespeare's Merchant of Venice. The system, which features a novel planning approach to story generation, can generate very different stories depending on the Point of View adopted and support dynamic modification of the story world which results in different story consequences. In the paper, we illustrate this approach using example narratives generated using our fully implemented prototype.
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Comics have been used as a programming tool for agents, giving them instructions on how to act. In this thesis I do this in reverse, I use comics to describe the actions of agents already interacting with each other to create a storytelling engine that dynamically generate stories, based on the interaction of said agents. The model for the agent behaviours is based on the improvisational puppets model of Barbara Hayes-Roth. This model is chosen due to the nature of comics themselves. Comics like those found on newspapers and children magazines are funny because their characters behaviour depends heavily on emotions, which is why this model is well suited for this application. This project implements an emotion-based model for agent behaviour in a way that tells a story in the form of comic strips. For this, the model is adapted to a discrete time form since the actions no longer occur in real time (like in traditional simulation games) but rather in a sequence of frames or panels. The model is inspired by the analysis of time and space mechanics in comics by Scott McCloud. The emotional model is also adapted to reflect the rather extreme emotions and responses that characterize cartoon characters. Finally I would like to thanks all the new friends that accompanied me during my time in Sweden, their friendship made this experience complete.
A Role Casting Method Based on Emotions in a Story Generation System
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We first point out a problem in the role casting method of a story generation system called OPIATE and then propose a solution to this problem. The existing casting method does not take into account the emotions of a cast non-player character towards actions that it must perform in its role, leading to a miscast. In the proposed casting method, such emotions are considered, besides emotions towards other characters as done in the existing one. Evaluation results, using an online-game simulator, confirm the effectiveness of the proposed method over the existing one with respect to the number of miscasts.
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One of the aspects that is used to keep the reader’s interest in a story is the network of relationships among the characters that take part in that story. We can model the relationship between two characters using their mutual affinities, which allow us to define which interactions are possible between two characters. In this paper we present a model to represent characters’ affinities and we describe how we have implemented this model using a multi-agent system that is used to generate stories. We also present the result of one experiment to measure the evolution of the affinities between two characters throughout a story.
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ABSTRACT In this paper we describe a fully implemented prototype for interactive storytelling using the Unreal™ engine. We describe the important mechanisms involved in the variability of plot instantiations, within a scenario of sitcom genre. We also provide an evaluation of the concepts of how the dynamic interactions between agents and/or the user influence the generation of story, with first results of examples
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A Hybrid of Plot-Based and Character-Based Interactive Storytelling
Technologies for E-Learning and Digital Entertainment
Interactive storytelling in the virtual environment attracts a lot of research interests in recent years. Story plot and character are two most important elements of a story. Based on these two elements, currently there are two research directions: plot-based and character-based interactive storytelling. However, plot-based approach lacks the refinement of character behaviors as character-based approach. On the other side, character-based approach does not follow a well organized story plot so that the moral of the story might be distorted. Therefore, there is a need to develop an integrated framework to achieve the balance between conveying story moral and enhancing the modeling of character behaviors. In this paper, we propose a hybrid system of the plot-based and character-based approaches. It is constructed as a multi-agent system (MAS), which involves a scriptwriter agent, a director agent, virtual actor agents and other support agents. Fuzzy Cognitive Goal Net (FCGN) is used by the scriptwriter agent to generate story plot, which includes various meaningful storylines. The director agent selects the storyline dynamically and dispatches the scenes to the virtual character agents as behaviors through the decomposing algorithms. With the system, dynamic storylines and character behaviors are generated in realtime based on the audience interactions and context changes. The audiences are able to experience different levels of interactions as an observer, a character or a director. A case study prototype called "Mystery Illness Investigation at Nanyang Town" has been implemented based on the proposed system.