Topic: Interactive Storytelling via Intelligent Agents
Description: This research investigates various designs and implementations of programs that enable interactive, artifically intelligent storytelling, including ways of creating believable characters and consistent plotlines.
Motivation: Stories have been told throughout history, but for a computer, storytelling is a very complex procedure as it requires both solid, continuous plots and multiple believable characters. This research requires both natural language processing and artificial intelligence, and, because of the nature of storytelling, it is a very practical application of both areas of research.
- R. Michael Young, Mark O. Riedl, Mark Branly, Arnav Jhala, R. J. Martin, C. J. Saretto. "An architecture for integrating plan-based behavior generation with interactive game environments", Journal of Game Development, 1 (2004) 51-70.
[This paper describes Mimesis, an architecture designed to integrate a form of pre-planning into already established gaming engines.]
- M. Mateas. "An Oz-Centric Review of Interactive Drama and Believable Agents." In M. Wooldridge and M. Veloso, editor, AI Today: Recent Trends and Developments. Lecture Notes in AI Number 1600. Springer-Verlag, Berlin, New York, 1999.
[This paper analyzes research progress for believable agents and interactive drama from the perspective of the Oz project, a group at Carnegie Mellon that studies these two areas specifically.]
- Riedl, M.O., Stern, A.: "Believable Agents and Intelligent Story Adaptation for Interactive Storytelling." Proc. of the 3rd Int. Conf. on Technologies for Interactive Digital Storytelling and Entertainment (2006).
[This paper uses a drama manager called the Automated Story Director as part of an interactive storytellling system with narrative control and believeable characters.]
- Roberts, D. and Isbell, C. 2007. "Desiderata for managers of interactive experiences: A survey of recent advances in dramamanagement." In Proceedings of the First Workshop on Agent-Based Systems for Human Learning and Entertainment, Honolulu, Hawaii.
[This paper discusses advances in the research of drama managers, as well as desired data for analyzing such systems.]
- Weizenbaum, J. 1966. "ELIZA- A computer program for the study of natural language communications between men and machines." Communications of the Association for Computing Machinery, 9:36-45.
[This paper discusses a famous intelligent agent, ELIZA, which is able to have a natural language conversation with a user.]
- Pizzi, D., Charles, F., Lugrin J.-L., and Cavazza, M. "Interactive Storytelling with Literary Feelings." The second International Conference on Affective Computing and Intelligent Interaction (ACII2007), Lisbon, Portugal, September 2007.
[This paper describes a method of storytelling using an emotional planner to mold each character, altering the beliefs and emotional states of each planner to create originality.]
- Mark Riedl, C. J. Saretto, R. Michael Young. "Managing interaction between users and agents in a multi-agent storytelling environment." Proceedings of the second international joint conference on Autonomous agents and multiagent systems, July 14-18, 2003, Melbourne, Australia.
[This paper describes a narrative planning system that characterizes user actions as either accomodating or interfereing, and forms a response based on these definitions.]
- Riedl, M., and Young, R. M. 2005. "Story planning as exploratory creativity: Techniques for expanding the narrative search space." In Proceedings of the 2005 IJCAI Workshop on Computational Creativity.
[This paper describes two algorithms that will allow their story planning system, Fabulist, to potentially break out of the preconstructed notion of the narrative world presented to it.]
- Riedl, M.O.: "Towards Integrating AI Story Controllers and Game Engines: Reconciling World State Representations." Proc. of the IJCAI Workshop on Reasoning, Representation and Learning in Computer Games (2005).
[This paper describes a method of integrating an interactive storytelling system to be used with an AI story controller with an already existing game engine.]
- Charles, F., Mead, S. and Cavazza, M., 2001. "User Intervention in Virtual Interactive Storytelling." Proceedings of VRIC 2001, Laval, France.
[This paper presents a working prototype of an interactive storytelling system, based on the Unreal game engine, that deals with various forms of user intervention.]