학술논문

Planning-Based Narrative Generation in Simulated Game Universes
Document Type
Periodical
Source
IEEE Transactions on Computational Intelligence and AI in Games IEEE Trans. Comput. Intell. AI Games Computational Intelligence and AI in Games, IEEE Transactions on. 1(3):200-213 Sep, 2009
Subject
Computing and Processing
Communication, Networking and Broadcast Technologies
Computational modeling
Artificial intelligence
Computational intelligence
Character generation
Logic
Frequency
Competitive intelligence
Problem-solving
History
Discrete event simulation
games
simulation
Language
ISSN
1943-068X
1943-0698
Abstract
An agent-based social simulation is one way to add a story to simulated game universes within the game mechanics while preserving the autonomy of nonplay characters (NPCs). In this paper, we add a social reasoning element behind NPC actions to make their plans more story like. An AI planner is developed to combine plan search and logic inference about others' minds. An NPC agent equipped with the planner uses actions to change others' minds, and uses such mental changes to achieve its goal. We review the question of whether stories do arise from agent-based simulations by examining actual narrative segments generated by our NPC agents, and by an experimental exploration of the frequencies and lengths of narrative segments. A story facilitator, named divine intervention operator service (DIOS), makes stories happen when they are impossible via on-the-fly adjustment of character personalities.