GENERATING INTERACTIVE STORIES IN COMPUTER ROLE-PLAYING GAMES

domineeringobsceneElectronics - Devices

Nov 7, 2013 (7 years and 10 months ago)

231 views

GENERATING INTERACTIVE STORIES
IN COMPUTER ROLE
-
PLAYING GAMES
A
UTHOR
:
Marko Divéky
,
markod@nextra.sk
S
UPERVISOR
:
Professor
Mária Bieliková
,
bielik@fiit.stuba.sk
Institute of Informatics and Software Engineering
Faculty of Informatics and Information Technologies
Slovak University of Technology in Bratislava, Slovakia
Conventional Stories
Interactive Storytelling
Principle
Story
Principle
Storyteller
Audience
Storyworld
Principle
Principle
Computer
Story
B
Story
A
Player
A
Player
B
Player
A
Player
B

Visual and intuitive form of defining input data

Possible to define domain
-
specific stories

Story visualization by computer role
-
playing games

Generated stories adapt to the player’s personality
Goals of This Work

Complicated and unintuitive forms of defining input data

Impossible to generate domain
-
specific interactive stories

Text
-
based story visualization

Generated stories do not adapt to player’s personality
Drawbacks of Existing Solutions
Overview of the Proposed Solution
Name:
Source:
Targets:
Parameters:
Enclosed actions:
Preconditions:
Effects:
UNLOCK_LOCKED_ITEM_FOR_PLAYER
Non
-
player character
Player
Lockable item
i
(an item subtype)
Lockable item
i
Source : TAKE (
i
)

Player
Source : UNLOCK()

i
Source : GIVE (
i
)

Player
[Player has
i
]
[
i
is “locked”]
Source “likes” player
[Player has
i
]
[
i
is “locked”
]
Complex Action
Name:
Base action:
Source:
Target:
Parameter:
Preconditions:
Effects:
REPAIR
USE
Player (a character subtype)
Computer (an object subtype)
Circuit board (an item subtype)
[Source has parameter]
Target is “malfunctioning”
[Source
has parameter
]
Target
is “malfunctioning”
Simple Action
Source
Atomic Action
Target
Character
GIVE (
Item
)
Container
Character
TAKE (
Item
)
Container
Character
USE (
Item
)
Element
Character
EQUIP ()
Item
Character
WALK_TO ()
Element
Character
TALK_TO ()
Character
Preconditions:
Goals:
Effects:
Non
-
player Character
Tim
Mainframe Computer
Tim’s Mainframe
Tim
is “owner” of
Tim’s Mainframe
Tim’s Mainframe
is “malfunctioning”
Tim

Tim’s Mainframe
is “malfunctioning”
Tim’s Mainframe
is “malfunctioning”
Behavioral Pattern
[CAN] Player : TAKE ("Thyme syrup")

"Good Doctor"
[CAN’T] Player : STEAL ("Thyme syrup")

"Good Doctor"
[CAN’T] Player : TAKE ("Thyme syrup")

"Evil Doctor"
[CAN] Player : STEAL ("Thyme syrup")

"Evil Doctor"
...
Action Bindings
Hierarchical Task Network Plan
Character Behavior Layer
Action Planning Layer
Visualization Layer
Storyworld
definition
Updated
character
goals
Planned
actions
Actions
committed
by characters
Changes in
storyworld
Actions committed by player
Storyteller
Player