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Integrating Artificial Intelligence into Interactive

Fiction Games – A Review


Markus Schatten, Bogdan Okreša Ðurić, Tomislav Peharda
Artificial Intelligence Laboratory
Faculty of Organization and Informatics
University of Zagreb
Pavlinska 2, 42000 Varaždin, Croatia
Email: (markus.schatten, dokresa, tomislav.peharda)@foi.unizg.hr

Abstract— Interactive fiction (IF) is a type of computer games have often been judged by the quality of their AI
games in which players use text commands inside a and praised if they used an innovative approach like the
literary narrative in order to influence the environment, ghosts in Pacman™ which had individual personality traits
the story and/or characters. These games can fit into (1980), Creatures™ which used neural networks for character
various genres but are most prominently adventure or development (1996), Black & White™ which used the be-
role-playing games that include various puzzles or quests lief desire intention (BDI) model (2000), F.E.A.R.™ which
for the player to complete in order to advance through used automated planning algorithms (2005) and many others
the narrative. In this paper we will review a number of (see [2, pp. 8–15] for a very detailed overview). Artificial
possibilities of including artificial intelligence (AI) methods intelligence in games is not only used for NPC or opponent
into such games including but not limited to natural implementation, but also for various other parts of games
language processing, autonomous agents, expert systems, [2, pp. 151–203] including but not limited to generation of
content generation and similar. In the end we provide content (graphics including levels and maps, sound, narratives,
proof-of-concept implementations of games which include rules and mechanics or even whole games like the Angelina
the reviewed methods and show the benefits of using them. game-generating system [3]), player behaviour and experience
modeling [2, pp. 203–259], as well as bot development and
Keywords— interactive fiction, artificial intelligence, com-
automated game testing [2, pp. 91–151].
puter games
Integrating AI into IF seemingly presents a interesting
challenge due to specifics of the medium, and there are
I. I NTRODUCTION
examples in industry which used various AI techniques in such
Interactive fiction (IF), text adventures, gamebooks and even games, some of which we will address. Herein we present a
in some cases visual novels comprise computer games in review on the possibilities AI can provide for IF games and
which players interact with the game using text commands show proof-of-concept applications on how these methods can
[1]. These narrative worlds usually consist of a number of be applied. In particular we will focus on natural language
rooms (whereby the term "room" is very broadly defined and processing (NLP), autonomous agents and multiagent system
can include any kind of imaginable space or even states of (MAS), expert systems as well as content generation.
mind) connected by doors (again very broadly defined), and The rest of this paper is structured as follows: firstly in II
in which objects or things can be placed that can be examined we provide an introduction to IF. In section III we review
and interacted with. Such things can, for example include non- various possibilities in which AI can be introduced in IF
playing characters (NPCs) that the player can communicate games. In section IV we provide four proof-of-concept game
with, containers that might have other objects within, edibles implementations which show some of the aspects that can be
that can be consumed, wearables that can be used as clothes or addressed in IF games using AI methods. In the end in section
equipment, etc. As opposed to most computer games focused V we provide our conclusions and give guidelines for future
on graphics, IF is focused on the story and narrative which research.
makes it an interesting and different medium similarly as
printed novels differ from movies. II. I NTERACTIVE F ICTION
An important aspect of game design is the integration of From computer games stance, IF is a type of a game that is
artificial intelligence (AI) [2]. Computer games have always most often a text adventure or a text game [1]. In our example,
been connected to the development of AI. From the earliest our focus is set to a text adventure. A such game includes a
chess minmax algorithm by Claude Shannon in 1949 to the story and a narrative that guides a player through it. A player
more recent AlphaGo™ in 2015, computer games provide an interacts with the game by using text commands. Interaction
ideal testing environment for AI methods. Similarly, AI has implies directly to the control of a player’s character (for an
always been an important part of computer games. Computer example, movement) or changes applied to the environment
In the context of developing an artificial autonomous player
of IF, methods of AI are used for: creating language models,
based on a genre-related corpus, suitable for a specific limited
game domain [16], implementing knowledge-based players
that utilise decision type specifications [13], testing an agent
that utilises the conversational learning approach on IF built
as an escape room [22], having agents mimic the behaviour
demonstrated by human players [24], agents building their
knowledge of the world while exploring the game and gen-
erating actions based thereon [9], increasing efficiency of
generating and evaluating player actions through agents using
multi-passage reading comprehension [11], simplifying quick
development of player agents [14], building deep reinforce-
ment learning models to be utilised by agents for playing
from game-provided feedback alone [15], solving games using
Fig. 1: A Screenshot of the game A Lecture implemented by model-checkers for C programs [17], and facilitating player
the authors performance using semantic parsing [25].
Having IF coupled with AI provides many application
opportunities, like adapting the storyline based on the in-game
(for an example, collection of an item). The user commands decisions of players [21] or combining elements of IF with
and narrative speech is natural and descriptive enabling players virtual reality (VR) (namely with cinematic VR [23], and
to imagine they are indeed part of a fiction. artificial storytellers [26]).
Since IF games don’t provide a graphical interface, a player A notable example of AI used in combination with IF is
needs to rely on its commonsense knowledge and be aware of AI Dungeon2 , an online text adventure game that utilises the
the environment its character is located at. Another challenge power of GPT-3 [20] since July 2020 to dynamically generate
that a player is confronted with are interaction commands. the world wherein the player is located. The generated world
Commands often use natural language, however, there is a is highly dependent on the performed actions of the player,
limited set of them available to the player. A story genre may yet the generated story is cohesive, thus providing for a "rich
also be of a significant importance on how a player progresses and engaging experience" [28].
through the game. To build our examples of integrating AI into IF, we have
Figure 1 previews a sample IF game developed in Inform used Inform 7. As stated earlier, it is a programming language
7,1 a declarative programming language for the development that utilises natural language syntax. The language exposes a
of IF based on natural language. In the upper part, we can broad set of commands covering the most frequent use-cases
see narrative output, while in the bottom part there is a player (for example, some of the commands are: take, go, examine
input. etc.). It also supplies the developer with various concepts to
build their narrative. The main concepts we used are: rooms,
III. A RTIFICIAL I NTELLIGENCE FOR IF items, persons and actions.
Being a predominantly textual medium due to text-based in- The beauty of Inform 7 also lays in the fact that to describe
put of relevant commands, IF is a relevant application domain a fiction, a developer uses a natural language syntax which
for AI-related concepts such as NLP and machine learning motivates the developer to behave and feel as if they were
(ML). According to the set of select recent publications, which writing a story on a piece of paper. The following code shows
are detailed below, these are being applied to the domain of IF a way to describe a world:
mainly as a means of generating the worlds of those narratives "The Dungeon" by "Markus Schatten".
and developing autonomous agents who act as players of Release along with an interpreter.
developed IF narratives. Furthermore, modern AI methods Release along with a website.
When play begins:
are used for testing developed narratives [18] and developing
say "You find yourself in a dungeon
dynamic in-game characters [27] as well. ,→ surrounded by darkness. The stench
More precisely, AI is, utilising various approaches, used ,→ is awful." ;
for: authoring instances of open interactive narratives based The pit is a room. The description is "This is
on crowdsourced example stories [12], making it easier to ,→ the place where you woke up. What a
,→ scary place!"
successfully process natural language player input [10], pro- A torch is here. The description is "You can
cedurally generating in-game content and quests [19], [7], and ,→ see a dim light flickering a few steps
procedurally generating whole worlds founded on knowledge ,→ away from you."
graphs inspired by stories from books [8]. ...

1 Available here: http://inform7.com/ 2 https://play.aidungeon.io/main/landing


In the process of release, a .gblorb file (Glulx story in Blorb You open the Chest, revealing an old smelly
format) is generated that is now to be used by an interpreter. ,→ cheese.
An example interpreter session is shown in the following --> take the cheddar
You can’t see any such thing.
listing:
You find yourself in a dungeon surrounded by The interpreter can only understand a certain set of pre-
,→ darkness. The stench is awful. defined commands. Also it does not recognize any possible
The Dungeon synonyms of objects or artifacts defined in the game (if they
An Interactive Fiction by Markus Schatten
Release 1 / Serial number 210114 / Inform 7
are not explicitly encoded into the game) nor does it recognize
,→ build 6M62 (I6/v6.33 lib 6/12N) common phrases.
pit Mostly due to recent advancements in ML chatbots [4] have
This is the place where you woke up. What a become much more user-friendly than before and numerous
,→ scary place! tools and services are available for their development. Devel-
You can see a torch and a Chest (closed) here.
--> open chest oping a simple chatbot for a particular purpose has become
You open the Chest, revealing an old smelly easy enough for chatbots to enter into widespread usage in
,→ cheese. numerous domains (like tourism and hospitality for example
--> take torch and cheese [5]).
torch: Taken. To implement a chatbot filter for the previously mentioned
old smelly cheese: Taken.
... IF game, we have used Chatterbot4 as can be seen in the
following code excerpt.5

IV. P ROOF - OF -C ONCEPT A PPLICATIONS def train( bot ):


bot.set_trainer( ListTrainer )
In order to provide some hands-on examples of using bot.train( [ ’look around’, ’look’ ] )
various AI techniques with IF we have developed a simple bot.train( [ ’where am i’, ’look’ ] )
Python interface3 to the glulxe IF interpreter shell that can bot.train( [ ’what is this place’, ’look’ ]
execute a number of IF formats in terminal sessions. The ,→ )
bot.train( [ ’give me that torch’, ’take
developed interface allows us to place filters in front of the IF ,→ torch’ ] )
shell and thus interact with the player on one side and control bot.train( [ ’i want that torch’, ’take
the game on the other (see fig. 2). ,→ torch’ ] )
bot.train( [ ’take that torch’, ’take torch
,→ ’ ] )
Python interface
IF shell bot.train( [ ’what is in that chest’, ’open
filter() IF game
,→ chest’ ] )
Player bot.train( [ ’let me open that chest’, ’
,→ open chest’ ] )
bot.train( [ ’yay cheese’, ’take cheese’ ]
AI implementation 1 ... AI implementation N ,→ )
bot.train( [ ’i want the cheese’, ’take
,→ cheese’ ] )
Fig. 2: Python interface to an IF shell
bot.train( [ ’i will make a cheeseburger’,
,→ ’take cheese’ ] )
In the following, we will show four proof-of-concept appli- bot.train( [ ’take the cheddar’, ’take
cations building upon this interface. ,→ cheese’ ] )
bot.train( [ ’take the gorgonzola’, ’take
A. Natural Language Processing ,→ cheese’ ] )
...
Whilst NLP has since its beginning been a part of IF, the
textual interface to the player has always been constrained to
In this way we were able to train the chatbot to understand
a certain number of commands (in various combinations) that
a number of common phrases that may be used by the
the player could use in order to advance through the narrative.
player and turn them into the previously mentioned predefined
For example, consider the following session excerpt of a IF
commands. If we now try to play the game using this chatbot
written in Inform.
as a filter, we are able to use various phrases (and variations
--> where am i thereof since a regression ML model is used) to interact with
That’s not a verb I recognise. the narrative, as shown in the following game session:
--> gimme that torch
That’s not a verb I recognise. --> where am i
--> what’s in that chest pit
That’s not a verb I recognise.
--> open chest 4 Availableat: https://chatterbot.readthedocs.io/
5 Full
example available here https://github.com/AILab-FOI/python-glulxe/
3 Available here: https://github.com/AILab-FOI/python-glulxe.git blob/main/examples/dungeon_chatbot.py
This is the place you woke up. What a scary
,→ place! def teleport_action():
You can see a torch and a Chest (closed) here. game.sendline("teleport")
--> gimme that torch print_game_response()
Taken.
--> what’s in that chest In the given example, the autonomous agent directly affects
You open the Chest, revealing an old smelly the game by invoking game commands. This provides inter-
,→ cheese. esting dynamics to the game which is usually static, i.e. can
--> take the cheddar
only be changed by user actions or special types of events.
Taken.

Besides using chatbots as a means of achieving user friend- C. Expert Systems


liness of the interface, we could have used it to add additional IF games and expert systems (ESs) had a long history
personality traits to in-game NPCs. For example, we could together. For example ELIZA [6], one of the first chatbot
train one chatbot for each NPC including various special types programs can formally be considered a game of IF since it
of conversations that can be understood and performed by each uses NLP as an interface to the user (player). Lots of ESs
of them. Every time the player interacts with the NPC we had various types of NLP based interpreters very similar to IF
could provide control of the shell and likewise conversation shells. With the advancement of IF and reduction of interest in
to the chatbot thus creating pirates, elfs, orcs, foreigners, secret ES this connection was seemingly lost, and most IF platforms
agents or any imaginable persona to boost player experience. like Inform do not have notable facilities that would allow a
B. Autonomous Agents developer to implement an expert system in-game.
Nevertheless, ESs can be of great value to IF game design
Autonomous agents can provide us with additional dy-
especially for the implementation of certain "expert" NPCs that
namics in IF environments. In the following example6 the
can help the player to decide about certain situations. We have
goal is to show how IF games could be manipulated by an
developed a very simple decision tree based ES implemented
external agent that randomly generates actions thus directly
in XSB Prolog7 that can recognize four types of cheese8 . By
impacting the game-play regardless of the player’s actions. For
using our interface we can easily allow the player to interact
the implementation we have used SPADE [29] that enables
with the ES in-game when (s)he for example asks some NPC
agents to communicate over the Extensible Messaging and
(in our example the orc lady) about cheese:
Presence Protocol (XMPP).
In this basic example, there are two agents: one that import sys, pexpect as px, start
generates actions in random time manner, and another one def filter( cmd ):
that interacts with a player and executes game commands if ’ask’ in cmd and ’lady’ in cmd and ’
,→ cheese’ in cmd:
(those received from a player or external agent). We have ex = px.spawn( ’xsb --nobanner --
built in two commands in the game that serve to teleport ,→ quietload --noprompt cheese_expert’
and disarm a player. These commands are not available to ,→ )
the player, but only by the agent. The following listing shows ex.interact()
the implementation of these two actions in Inform 7. return cmd
def main( gblorb ):
Disarming is an action applying to nothing. start.filter = lambda cmd: filter( cmd )
,→ Understand "disarm" as disarming. start.main( gblorb )
Instead of disarming: if __name__ == ’__main__’:
if the player carries anything: main( sys.argv[ 1 ] )
say "Elf disarmed you";
now everything carried by the Note that instead of a simple keyword matching we could
,→ player is in the location;
otherwise:
have used a chatbot to determine if the player was trying
say "Elf tried to disarm you, but to ask about cheese similarly to the chatbot example given
,→ you carry nothing" previously. When using this filtered shell we can now obtain
a conversation in-game similar to the following:
Teleporting is an action applying to nothing.
,→ Understand "teleport" as teleporting. --> ask orc lady about cheese
Instead of teleporting: Orc Lady: Is the cheese soft?
say "Elf teleported you to a different --> no.
,→ room..."; Orc Lady: Does is taste very umami?
move the player to a random room --> yes.
Orc Lady: Ahh... parmesan, king of all cheeses
When the autonomous agent decides to interrupt the game ,→ !
by invoking a command, the agent that communicates with
the game receives the command and processes it as follows:
7 Available
at http://xsb.sourceforge.net/
6 Availablehere: https://github.com/AILab-FOI/python-glulxe/tree/main/ 8 Availablehere: https://github.com/AILab-FOI/python-glulxe/blob/main/
examples/Autonomous%20Agent%20-%20Random%20Actions examples/cheese_expert.P
D. Generating Content have implemented a simple Python interface to the glulxe
Although a narrative of an IF instance could be considered IF interpreter and published it under a non-restrictive open
similar to a book, and therefore unalterable, the digital context source license. With Python being one of the most popular
of IF encourages the idea of having parts of such a narrative, programming languages for AI with thousands of libraries an
or indeed narrative as a whole, generated automatically, as modules available this opens a wide set of possibilities for
opposed to having been written by a human. Even recent testing various approaches.
publications (see for example [7], [8], [10], [12], [19], [25]) To test our interface and to show real world examples of
feature several methods of approaching the problem of gener- using AI in IF we have implemented four proof-of-concept
ating content for IF. games dealing with the use of NLP and chatbots, autonomous
The approach showcased here is, similar to [8], based agents and communication, expert systems and decision trees
on a developed ontology, i.e. a knowledge graph. Such an as well as generation of content using ontologies.
ontology consists of concepts that can be used to describe the Our future research is aimed towards using these and sim-
world that should be generated. This description is not final, ilar methods in cloud based environments (using agent-based
and contains all the concepts that can be encountered in the microservice architectures) in order to provide a use-case
proposed world. The concepts existing in the generated world for using and advancing IF in literacy learning environments
represent a subset of all the concepts that are modelled as similar to iMapBook [30].
available in the observed world. The proof-of-concept example ACKNOWLEDGEMENT
implementation9 handles the generating process by performing This work has been supported in full by Croatian Science
the choice of the concepts to be generated on random. A Foundation under the project number IP-2019- 04-5824.
constraint of the example at this stage is that it can only
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