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JVCA
2002

Planning characters' behaviour in interactive storytelling

13 years 11 months ago
Planning characters' behaviour in interactive storytelling
In this paper, we describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal TournamentTM game engine, and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates in the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. In this context, the narrative equivalent of a character's behaviour consists in its role. The set of possible roles for a given actor is represented as a Hierarchical Task Network (HTN). The system uses HTN planning to dynamically generate the character roles, by interleaving planning and execution, which supports dynamic interaction between actors, as well as user in...
Marc Cavazza, Fred Charles, Steven J. Mead
Added 22 Dec 2010
Updated 22 Dec 2010
Type Journal
Year 2002
Where JVCA
Authors Marc Cavazza, Fred Charles, Steven J. Mead
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