Social Story Worlds With Comme il Faut
This paper presents Comme il Faut (CiF), an artificial intelligence system that matches character performances to appropriate social context, with the goal of enabling authors to write high-level rules governing expected character behavior in given social situations, rather than specific fixed choic...
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Veröffentlicht in: | IEEE transactions on computational intelligence and AI in games. 2014-06, Vol.6 (2), p.97-112 |
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creator | McCoy, Joshua Treanor, Mike Samuel, Ben Reed, Aaron A. Mateas, Michael Wardrip-Fruin, Noah |
description | This paper presents Comme il Faut (CiF), an artificial intelligence system that matches character performances to appropriate social context, with the goal of enabling authors to write high-level rules governing expected character behavior in given social situations, rather than specific fixed choice points in a curated narrative structure. CiF models characters with a complex set of traits, feelings, and relationships, who can form intents, take actions, relate to a shared cultural space, and remember and refer to past events. A set of authored rules encoding appropriate behavior within a specific story world allow these characters to select actions to take (and respond to actions by others) in a manner consistent with their own personal and social concerns as well as a shifting interpersonal context. Through the development and release of Prom Week, a complete game using CiF as its narrative engine, we show how the system successfully creates complex narratives that are unique for each player and directed by those players' attempts to make progress towards story goals. We also show how CiF continues to be used in several in-progress interactive experiences (Mismanor and IMMERSE), speaking to the utility and flexibility of its design. |
doi_str_mv | 10.1109/TCIAIG.2014.2304692 |
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CiF models characters with a complex set of traits, feelings, and relationships, who can form intents, take actions, relate to a shared cultural space, and remember and refer to past events. A set of authored rules encoding appropriate behavior within a specific story world allow these characters to select actions to take (and respond to actions by others) in a manner consistent with their own personal and social concerns as well as a shifting interpersonal context. Through the development and release of Prom Week, a complete game using CiF as its narrative engine, we show how the system successfully creates complex narratives that are unique for each player and directed by those players' attempts to make progress towards story goals. We also show how CiF continues to be used in several in-progress interactive experiences (Mismanor and IMMERSE), speaking to the utility and flexibility of its design.</description><subject>Artificial intelligence</subject><subject>Cognition</subject><subject>Computational modeling</subject><subject>Context</subject><subject>emergent narrative</subject><subject>Encoding</subject><subject>game design</subject><subject>Games</subject><subject>History</subject><subject>interactive drama</subject><subject>PROM</subject><issn>1943-068X</issn><issn>2475-1502</issn><issn>1943-0698</issn><issn>2475-1510</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2014</creationdate><recordtype>article</recordtype><sourceid>RIE</sourceid><recordid>eNo9kE9rwzAMxc3YYKXrJ-glMNgtnW0pSnwsYf0DhR3a0d2MkzosJZk7Oz302y8lpbpIh_ekpx9jU8FnQnD1vsvX8_VyJrnAmQSOpOQDGwmFEHNS2eN9zr6f2SSEI-8LAEjSiL1tXVmbJtp2zl-ivfPNIUT7uvuJcte2NqqbaGHO3Qt7qkwT7OTWx-xr8bHLV_Hmc7nO55u4BEy7uEBT4aHAglshlSBQRFQk3B6ShLDAMsUKSQqlOCAkJLkShTLWZjJJrQEYs9dh78m7v7MNnT66s__tT2qRIPUvpnRVwaAqvQvB20qffN0af9GC6ysTPTDRVyb6xqR3TQdXba29OyiFPinAP-FkWds</recordid><startdate>20140601</startdate><enddate>20140601</enddate><creator>McCoy, Joshua</creator><creator>Treanor, Mike</creator><creator>Samuel, Ben</creator><creator>Reed, Aaron A.</creator><creator>Mateas, Michael</creator><creator>Wardrip-Fruin, Noah</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>7SP</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>20140601</creationdate><title>Social Story Worlds With Comme il Faut</title><author>McCoy, Joshua ; Treanor, Mike ; Samuel, Ben ; Reed, Aaron A. ; Mateas, Michael ; Wardrip-Fruin, Noah</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c347t-b4af4db4b0e1291639666b50ed5564b4c74f4621990343562091b9aee8257ea33</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2014</creationdate><topic>Artificial intelligence</topic><topic>Cognition</topic><topic>Computational modeling</topic><topic>Context</topic><topic>emergent narrative</topic><topic>Encoding</topic><topic>game design</topic><topic>Games</topic><topic>History</topic><topic>interactive drama</topic><topic>PROM</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>McCoy, Joshua</creatorcontrib><creatorcontrib>Treanor, Mike</creatorcontrib><creatorcontrib>Samuel, Ben</creatorcontrib><creatorcontrib>Reed, Aaron A.</creatorcontrib><creatorcontrib>Mateas, Michael</creatorcontrib><creatorcontrib>Wardrip-Fruin, Noah</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005–Present</collection><collection>IEEE All-Society Periodicals Package (ASPP) 1998–Present</collection><collection>IEEE Xplore</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Electronics & Communications Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>IEEE transactions on computational intelligence and AI in games.</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>McCoy, Joshua</au><au>Treanor, Mike</au><au>Samuel, Ben</au><au>Reed, Aaron A.</au><au>Mateas, Michael</au><au>Wardrip-Fruin, Noah</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Social Story Worlds With Comme il Faut</atitle><jtitle>IEEE transactions on computational intelligence and AI in games.</jtitle><stitle>TCIAIG</stitle><date>2014-06-01</date><risdate>2014</risdate><volume>6</volume><issue>2</issue><spage>97</spage><epage>112</epage><pages>97-112</pages><issn>1943-068X</issn><issn>2475-1502</issn><eissn>1943-0698</eissn><eissn>2475-1510</eissn><coden>TCIARR</coden><abstract>This paper presents Comme il Faut (CiF), an artificial intelligence system that matches character performances to appropriate social context, with the goal of enabling authors to write high-level rules governing expected character behavior in given social situations, rather than specific fixed choice points in a curated narrative structure. 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We also show how CiF continues to be used in several in-progress interactive experiences (Mismanor and IMMERSE), speaking to the utility and flexibility of its design.</abstract><cop>Piscataway</cop><pub>IEEE</pub><doi>10.1109/TCIAIG.2014.2304692</doi><tpages>16</tpages></addata></record> |
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subjects | Artificial intelligence Cognition Computational modeling Context emergent narrative Encoding game design Games History interactive drama PROM |
title | Social Story Worlds With Comme il Faut |
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