Dynamic Interactive Storytelling for Computer GamesUsing AI Techniques
Simon Cooper, Dr Abdennour El Rhalibi,Prof. Madjid Merabti
School of Computing &Mathematical SciencesLiverpool John Moores UniversityByrom Street, Liverpool, L3 3AF(+44) 0151 231 2282s.cooper@2003.ljmu.ac.uk
a.elrhalibi@ljmu.ac.uk m.merabti@ljmu.ac.uk
Dr Marc Price
BBC Research and DevelopmentBBC Research, Kingswood Warren,Tadworth, Surrey, KT20 6NP, UKMarc.Price@bbc.co.uk
ABSTRACT
In this paper, we investigate the design and implementation of aninteractive storytelling engine and the artificial intelligencetechniques that will enable novel approaches to procedurallygenerating digital interactive storytelling for computer games.
Categories and Subject Descriptors
I.2.8 [
Artificial Intelligence
]: Problem Solving, ConstraintSatisfaction, Control Methods, and Search –
Graph and treesearch strategies, Heuristic methods, Plan execution, formation,and generation.
General Terms
Algorithms, Design, Human Factors, Languages, Theory.
Keywords
Interactive Storytelling, Games, AI, Jess, CCP, ConstraintsSatisfaction Problem (CSP), Java Monkey Engine (jME),Homura.
1.
INTRODUCTION
In this paper we investigate Artificial Intelligence techniques thatwill enable novel approaches to procedurally generating digitalinteractive storytelling for computer games. These techniques willprovide new and immersive experiences for players.Murray states, "The stories we tell reflect and determine how wethink about ourselves and one another. A new medium of expression allows us to tell stories we could not tell before, toretell the age-old stories in new ways, to imagine ourselves ascreatures of a parameterized world of multiple possibilities, tounderstand ourselves as authors of rules systems which drivebehavior and shape our possibilities." [1]The new medium referred to is that of computer games. Since2004 when this statement was written, that medium has advancedtechnologically allowing rule based systems to be morecomplicated than ever, with the latest computers and gamesconsoles having multiple threads and processors running inparallel. With this extra power and greater storage capacity gamesare becoming bigger and more epic projects with sprawlingworlds, an array of characters and a more complex narrative. “Incomputer games characters aren’t presented, they areexperienced.” [2]Many systems based on rules and planning have been proposed inrelated literature, but these have many limitations and drawbacks.We propose to develop systems based on heuristics and meta-heuristics to provide a new view of emerging digital storytelling.
2.
LITERATURE REVIEW
According to Spector [3] the features common to all good storiesare change, pacing, compelling characters and subtext.
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Player’s actions “must change” themselves, the game worldand the characters they meet.
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The pacing must vary to hold interest, with build-ups at thebeginning and the end.
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Characters have to be interesting with their ownpersonalities, goals, beliefs, needs and desires.
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The story should have a main plot subtext as well as thesmaller sub-plots that make up the game.
ISBN: 978-1-902560-21-2 © 2008 GDTW
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