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Figure 2. Applying a storytelling rule to gaming: the player’s excitement should Virtual actors
steadily increase with spikes in excitement every seven to 10 minutes. Of course, there’s no story without peo-
ple (or orcs, or aliens, or whatever). And
again, I’m not talking about simple finite-
elements mean. So, unpredictability could is inevitable because the storyline is hand- state machines or reactively triggered
lead to automatically placing a house on a crafted and thus an expensive component. scripts for realizing characters’ behaviors.
“river” object or developing a very effec- If we want to automatically generate a Nonplayer characters in computer games
tive, but boring, new strategy for player story in real time during gameplay, the previ- should ideally be much more than the sim-
enemies. Despite marketing slogans to the ous warning about unpredictable outcomes ple reactive punching bags in most of
contrary, hardly any game will thus feature applies. Like content generation, stories today’s games.
this kind of fully unpredictable AI anytime draw on an incredible amount of implicit As a simple example, say we want a mon-
soon. knowledge that we can’t fully model. So, ster to consider what action to take to get
while fully variable storytelling is far off in through a door that the player is blocking. In
Automated storytelling the future, we don’t need to reach the Holy terms of AI, this is a relatively easy mech-
Depending on the game genre, having a Grail in just one leap. anical reasoning task. However, it takes
story isn’t always important, but for a For storytelling, reactive approaches, like much more than such mechanical reasoning
highly emotional and meaningful experi- in The Sims, which simply trigger new char- to realize nonplayer characters, which is why
ence, stories play a major role. acter actions according to the current game we call such characters virtual actors. They
Most games feature a main storyline, per- situation, aren’t particularly useful because not only need to act in a goal-driven way that
haps with some limited branching—for ex- they don’t consider the overall player experi- makes sense to the user but must also display
ample, the player can choose a good or evil ence. Much more useful is overall story plan- convincing emotions and personality, fill a
path. This limited number of player options ning, in which we generate a storyline that specific character role, and actively drive the