Professional Documents
Culture Documents
rogelio@cs.utah.edu
A Function.
The Introspection Age
The Rational Reconstruction Age <latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
A Function.
The Introspection Age
The Rational Reconstruction Age <latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
A Function.
The Introspection Age
The Rational Reconstruction Age <latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
A Function.
The Introspection Age
The Rational Reconstruction Age <latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
f (x) Output
The Rational Reconstruction Age
Behavio
The Embodied and Cognitive Age
r
What is a Computational Model?
A Function.
Inpu
The Introspection Age ? t
<latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
Output
f (x)
The Rational Reconstruction Age
Behavio
The Embodied and Cognitive Age
r
What is a Computational Model?
A Function.
Inpu
The Introspection Age Knowledge t
<latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
Output
f (x) Representation
The Rational Reconstruction Age
Behavio
The Embodied and Cognitive Age
r
What is a Computational Model?
A Function.
Inpu
The Introspection Age Knowledge t
<latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
Output
f (x) Representation
The Rational Reconstruction Age
Behavio
The Embodied and Cognitive Age
r
What is a Computational Model of Narrative?
What is a Computational Model?
A Function.
Inpu
The Introspection Age Knowledge t
<latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
Output
f (x) Representation
The Rational Reconstruction Age
Behavio
The Embodied and Cognitive Age
r
What is a Computational Model of Narrative?
How do we build them?
The Storytelling AI Frontier Needs People
A Historical, Biased Perspective on Building Narrative Models
Lebowitz, Michael. "Story-telling as planning and learning." Poetics 14.6 (1985): 483-502.
The Introspection Age
“What seems necessary for
storytelling and
understanding?”
The Need for Knowledge
The Centrality of Planning
Meehan, James R. "TALE-SPIN, An Interactive Program that Writes Stories." IJCAI. 1977.
Storytelling AI
“What seems necessary for
storytelling and
understanding?”
The Need for Knowledge
The Centrality of Planning
Story Understanding AI
By the 1990s, we knew…
Wilensky et al.—
people predict which goals and subsequent plans explain observed
actions by characters
Norvig—
scripts are important for generating knowledge-based inferences
Mueller—
spatiotemporal reasoning constrains story inferences
Lehnert—
means-ends (causal) and hierarchical (purposive) reasoning contribute
Black and Bower— the most to a person’s memory of a story
Winston—
hierarchical problem solving is key for inferencing and understanding
it is possible to combine these in a principled manner
The Rational
Reconstruction Age
Cognitive Science
Design
Narratively
IntelligentGame
AI
Type a quote
here.
Psyc
holo
gy
AI+HCI
Narratology
Design
Education
Why Narrative Intelligence matters
Education
Engagement
Why Narrative Intelligence matters
Education
Engagement
Difficult to engineer
AI may help ameliorate authorial burden
Interactive Narrative (IN)
AI+
HCI
Mediates actions
through a narrative
framing
Narrative framing makes interaction more compelling
Entertainment
Education
Engagement
Difficult to engineer
AI may help ameliorate authorial burden
Interactive Narrative (IN)
AI+
HCI
Mediates actions
through a narrative
framing
Abstraction of
story as
trajectory of
Story Director
world states
Authorswith Narratives as
plans
Designer
Narratives as Plans
AI+
HCI
: steps
Pick-up Pick-up
S si g
Disenchant
Automated Planning AI+
HCI
: steps
Pick-up Pick-up
S: bindings si g
B Disenchant
Automated Planning AI+
HCI
: steps
Pick-up Pick-up
S: bindings si g
B: causal links(e.g. Disenchant )
L
hs1 , , s2 i
(has ARTHUR SPELLBOOK)
Example: A Knight’s Tale AI+
NarratologyHCI
Example: A Knight’s Tale AI+
NarratologyHCI
Disenchant
Interactive Narrative (IN)
AI+
NarratologyHCI
Story Director
Authorswith
Designer
Interactive Narrative (IN)
AI+
NarratologyHCI
si g
Story Director
Authorswith
Designer
Interactive Narrative (IN)
AI+
NarratologyHCI
si g Interactswith
Play
Story Director
Authorswith
Designer
Interactive Narrative (IN)
AI+
NarratologyHCI
si g Interactswith
Play
Authorswith
Designer
IN Play as Game Tree Search AI+
NarratologyHCI
Pick-up Pick-up
si g
Disenchant
Wake-up
IN Play as Game Tree Search AI+
NarratologyHCI
si g Interactswith
Play
Story Director
Authorswith
Designer
Interactive Narrative (IN)
AI+
NarratologyHCI
si g Interactswith
Mediator Play
Story Director
Authorswith
Designer
Interactive Narrative (IN)
AI+
NarratologyHCI
si g Interactswith
Mediator Play
Story Director
Director & Mediator
collaborate
Accept
Authorswith
Re-plan around
Designer Fail user actions
AI+
NarratologyHCI
Wake-up
r
Why would players pick these? AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
si g
… …
… …
Why would players pick these? AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
si g
… …
… …
Valued as
completions
Why would players pick these? AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
si g
… …
… …
Valued as
completions
If often, represents:
More work for system
Why would players pick these? AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
si g
… …
… …
Valued as completions
If often, represents:
More work for system
Failure of design
Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
…
…
Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
Design
Design
Design
Design
…
Example Science of Game Design
Role-play …
…
Desire for Agency
Role-play …
…
Desire for Agency
Readers as problem
solvers (Gerrig and Bernardo, 1994)
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Modeling Story Understanding
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Readers as problem
solvers (Gerrig and Bernardo, 1994)
Planning is a model of
problem solving (Tate, 2001)
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Modeling Story Understanding
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Readers as problem
solvers (Gerrig and Bernardo, 1994)
Planning is a model of
problem solving (Tate, 2001)
Idea: narrative plan as a
proxy for mental state
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle
The QUESTText Graph
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle
Plan to QUEST
Text Graph Mapping Algorithm
Body Level One
⇡
Given a plan = hS, B, Li :
1.
Body Level Two B
8s 2 S , generate event node ei with
The QUEST Model of Comprehension
a.
8effects e 2 S , generate
Body Level Three state node ti with
B
Comprehension as Q&A
Connect Consequence Arcs for all ti → ei , ei →ti+1 in
2.
L
Body
For all Level
literalsFour
in
L, generate goal node Bli with
3.
Predicts normative answers to questions
Connect Reason Arcs for all goal nodes, by
Body Level Five
4.
Why?
ancestry How? When? What enabled?
5.
What was the consequence? L
Connect Outcome Arcs for all li →ei in
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle
Plan to QUEST
Text Graph Mapping Algorithm
Body Level One
Mapping
Given data
⇡
a plan structure
= hS, B, Li semantics
: to
Body
cognitive Level Two
semantics
8s 2 S , generate
1. B
event node ei with
The QUEST Model of Comprehension
8effects
a.
e 2 S , generate
Body Level Three state node ti with
B
Comprehension as Q&A
Connect Consequence Arcs for all ti → ei , ei →ti+1 in
2.
L
Body
For all Level
literalsFour
in
L, generate goal node Bli with
3.
Predicts normative answers to questions
Connect Reason Arcs for all goal nodes, by
Body Level Five
4.
Why?
ancestry How? When? What enabled?
5.
What was the consequence? L
Connect Outcome Arcs for all li →ei in
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
Design
Subtitle Text
Evaluating the Mapping
Replicated QUEST
Validation experiment
(Graesser, Lang, and Roberts, 1991)
Design
Subtitle Text
Takeaway
Pick-up Pick-up
si g
Disenchant
The QUEST Model of Comprehension
Comprehension as Q&A
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Takeaway
Pick-up Pick-up
si g
Disenchant
The QUEST Model of Comprehension
ComprehensionGeneration
as Q&A
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Understanding as Planning
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Design
Subtitle Text
Takeaway
Pick-up Pick-up
si g
Disenchant
The QUEST Model of Comprehension
ComprehensionGeneration
as Q&A Comprehension
Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Example Science of Game Design
Role-play …
…
Desire for Agency
Role-play …
…
Desire for Agency
Tripartite Model of
Player Behavior
(Waskul and Lusk, 2004)
Person
Player
Persona (Roles)
Roles
Fighter
Wizard
Rogue
Participants (n=210)
played 1-of-3 games
Assigned Role (78)
Chosen Role (91)
No Explicit Role
(41) The Mimesis Effect(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)
Role-play as Preferred Actions
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Subtitle Text
Mimesis Effect
Players prefer to act as
expected from
assigned/chosen role
Players with no
explicit role self-select
and remain consistent
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology
Inferences
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology
Inferences
Subtitle Text
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Preferred!
Players with no
explicit role self-select
and remain consistent Chronology
Role-play …
…
Desire for Agency
Role-play …
…
Desire for Agency
What is meaningful?
The effect of
feedback
or
Some choices
were “greater v.
agency” ones or
Achieving the Illusion of Agency(Fendt, Harrison, Ware, Cardona-Rivera and Roberts, 2012)
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
A Formalism of Story Content Narratology
Ps
yc
h
ol
o
g
y
picks up
Situation Vector
space
time
causal
goals
entities
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Story Content Difference AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
picks up
Situation Vector
forest
time point 3
primary
wants excalibur
arthur, excalibur
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Story Content Difference AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
picks up
Situation Vector
Change Function
: SV ! [0, 5]
forest
time point 3
primary
wants excalibur
arthur, excalibur
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Story Content Difference AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
picks up picks up
Situation Vector
Change Function
: SV ! [0, 5]
forest forest
time point 1 time point 3
primary primary
wants excalibur wants excalibur
arthur, spellbook arthur, excalibur
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Story Content Difference AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y
picks up picks up
Situation Vector
Change Function
: SV ! [0, 5]
forest forest
time point 1 time point 3
primary primary
wants excalibur wants excalibur
arthur, spellbook =2 arthur, excalibur
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Agency as Function of Outcomes
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
H0 : M d C 0 = M d C5 = M d C3 = M d C1 = M d C2 = M d C1
HA : M d C 0 < M d C 5 < M d C3 < M d C1 < M d C2 < M d C1
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Agency as Function of Outcomes
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Subtitle Text
Takeaway
Participants (N=88)
played custom CYOA
6 binary choices
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Agency as Function of Outcomes
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Subtitle Text
Takeaway
Participants (N=88)
played custom CYOA
6 binary choices
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Agency as Function of Outcomes
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y
Subtitle Text
Takeaway
Participants (N=88)
played custom CYOA
6 binary choices
⇢ ,agency
Answered 5-point Likert
prompts for agency Chronology
Page Trend Test
supports our theory
Foreseeing Meaningful Choices(Cardona-Rivera, Robertson, Ware, Harrison, Roberts, and Young, 2014)
Example Science of Game Design
Role-play …
…
Desire for Agency
Role-play …
…
Desire for Agency
A Function.
The Introspection Age
The Rational Reconstruction Age <latexit sha1_base64="N/gMg3lJTkBhnJfOXczuRg6YvPE=">AAACAnicbVDLSgNBEJyNrxhfUY9eBoMQL2FXRD0GvHiMYh6QLGF2MpsMmZ1ZZnrFsOTm2at+gzfx6o/4Cf6Fs8keNLGgoajqprsriAU34LpfTmFldW19o7hZ2tre2d0r7x+0jEo0ZU2qhNKdgBgmuGRN4CBYJ9aMRIFg7WB8nfntB6YNV/IeJjHzIzKUPOSUQCaF1cfTfrni1twZ8DLxclJBORr98ndvoGgSMQlUEGO6nhuDnxINnAo2LfUSw2JCx2TIupZKEjHjp7Nbp/jEKgMcKm1LAp6pvydSEhkziQLbGREYmUUvE//1MgWUEmbhAAiv/JTLOAEm6Xx/mAgMCmd54AHXjIKYWEKo5vYFTEdEEwo2tZLNxltMYpm0zmreRc27Pa/U7/KUiugIHaMq8tAlqqMb1EBNRNEIPaMX9Oo8OW/Ou/Mxby04+cwh+gPn8wcD+5fD</latexit>
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For Whom?
f (x)
Beh
avio
r
The Storytelling AI Frontier Needs People
A Historical, Biased Perspective on Building Narrative Models
rogelio@cs.utah.edu
Embrace Design
No optimal solutions, only tradeoffs (“it depends”)
Telltale Games
Human Cost
Subtitle Text
Rockstar Games
Graphics at the Expense of Stories
Graphics at the Expense of AI
Graphics at the Expense of AI
Procedural Content Generation
Artificial Intelligence for
Game Content Creation
Games as Conversation
Games as Conversation
(Cardona-Rivera and Young, 2014)
Interactive Narratives
Playable systems with significant
narrative elements
Mediate interaction through dramatic framing
Understanding story and game is needed to
advance
Message Objective
We need mathematical study of minds, machines, medium, and message
Rogelio E. Cardona-Rivera, José P. Zagal, and Michael S. Debus; GFI: A Formal Approach to Narrative Design and Game Research. In Proceedings of the 13th International
Conference on Interactive Digital Storytelling (ICIDS 2020), pages 133-148, 2020. (Best Paper Runner Up)
Game Design Gaps 🕳
Language for Narrative Design Needs
Aesthetics Interpretati
on
How you feel Why you feel
it
Ultimate Goals In-game objectives or conditions players are
expected to meet to succeed at a game
To Finish
Ultimate Goals In-game objectives or conditions players are
expected to meet to succeed at a game
3 Types
José P. Zagal, Michael S. Debus, and Rogelio E. Cardona-Rivera; On the Ultimate Goals of Games: Winning, Finishing, and Prolonging. In
José P. Zagal, Michael S. Debus, and Rogelio E. Cardona-Rivera; On the Ultimate Goals of Games: Winning, Finishing, and Prolonging.
In Proceedings of the 13th International Philosophy of Computer Games Conference (PoCG 2019), St. Petersburg,
Russia, 2019.
To Finish
And how do you
accomplish that?
To Finish
Imperative Goals Closer-to-gameplay conditions players are
expected to meet to accomplish the
ultimate
To Finish
Remove
Imperative Goals Closer-to-gameplay conditions players are
expected to meet to accomplish the
ultimate
To Finish
Remove
Imperative Goals Closer-to-gameplay conditions players are
expected to meet to accomplish the
ultimate
To Finish
Remove
Reach
Imperative Goals
Imperative Goals
Closer-to-gameplay conditions players are
expected to meet to accomplish the
ultimate
10 Types
Optimize Reach Remove Solve Synchronize
Michael S. Debus, José P. Zagal, and Rogelio E. Cardona-Rivera; A Typology of Imperative Game Goals. Game Studies, 20(3), 2020.
To Finish
Remove
Reach
Ludological Hierarchy
To Finish
Remove
Reach
What does this
mean?
To Finish
To Finish
Save the Princess
To Finish
Save the Princess
Imperative Goals Interpretation of a ludological goal that
depends on the player and the game’s
feedback
This paper.
To Finish
Save the Princess
Rogelio E. Cardona-Rivera, José P. Zagal, Michael S. Debus; Narrative Goals in Games: A Novel Nexus of Story and Gameplay. In Proceedings of the 15th International Conference on the
Foundations of Digital Games (FDG 2020), Malta, 2020.
To Finish
Save the Princess
To Finish
Save the Princess
To Finish
Save the Princess
Why do you want to
do this?
Rogelio E. Cardona-Rivera and R. Michael Young; Games as Conversation. In Proceedings of the 3rd Workshop on Games and NLP at the 10th AAAI Conference on
Artificial Intelligence and Interactive Digital Entertainment (GAMNLP-14), pages 2-8, Raleigh, NC, USA, 2014.
Zork
The
You are in an open field west of a big white house with a
boarded front door.
A growing body of research in computational
There is a small
models mailbox here.
of interactive narratives has focused on
> analyzing and generating well-structured
narratives
open mailbox
Opening the mailbox reveals:A leaflet.
Our work focuses on developing a model of
> interactive narratives that considers both the
narrative’s structure as well as its effect on the
player
Rogelio E. Cardona-Rivera; Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs. In Proceedings of the 16th AAAI Conference on Artificial
Intelligence and Interactive Digital Entertainment (AIIDE 2020), Online, 2020.
How can we design narratives intentionally?
Intention requires goal setting
How can we design narratives intentionally?
Intention requires goal setting
Question Answering
Outcome Arthur
disenchant
sExcalibur Event
Excalibur
Consequence disenchant
ed State
Rogelio E. Cardona-Rivera, Thomas W. Price, David R. Winer, and R. Michael Young; Question Answering in the Context of Stories Generated by Computers. Advances in Cognitive
Systems, 4, pages 227-246, 2016.
How can we design narratives intentionally?
Intention requires goal setting
Question Answering
Mimesis
Role-play Effect
Fighter Wizar Rogue
d
Role-play
Chris Martens, Rogelio E. Cardona-Rivera, and Neil Cohn; The Visual Narrative Engine: A Computational Model of the Visual Narrative Architecture. In Proceedings of the 8th Annual
Conference on Advances in Cognitive Systems (ACS 2020), Online, 2020.
Parallel Interfacing Narrative Semantics
Dual (Syntax/Semantics) Process Reasoning
Visual Narrative Grammar
The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.
Scene Graphs
Scene Graphs
A Representation from Computer Vision
The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.
Rogelio E. Cardona-Rivera and Boyang Li; PlotShot: Generating Discourse-constrained Stories around Photos. In Proceedings of the 12th AAAI Conference on Artificial Intelligence and
Interactive Digital Entertainment (AIIDE-16), pages 2-8, Burlingame, CA, USA, 2016.
Representations are Compatible!
The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.
Role-play
Chris Martens, Rogelio E. Cardona-Rivera, and Neil Cohn; The Visual Narrative Engine: A Computational Model of the Visual Narrative Architecture. In Proceedings of the 8th Annual
Conference on Advances in Cognitive Systems (ACS 2020), Online, 2020.
How can we best support narrative design?
Understanding Players
Goal Elicitation
Adam Amos-Binks and Rogelio E. Cardona-Rivera; Goal Elicitation Planning: Acting to Reveal the Goals of Others. In Proceedings of the 8th Annual Conference on Advances in
Cognitive Systems (ACS 2020), Online, 2020.
How can we best support narrative design?
Understanding Players
Goal Elicitation
Invisible Support
Justus Robertson, Rogelio E. Cardona-Rivera, and R. Michael Young; Invisible Dynamic Game Adjustment in Virtual Reality Games. To appear in
Proceedings of the 3rd IEEE Conference on Artificial Intelligence and Virtual Reality, Online, 2020.
How can we best support narrative design?
Understanding Players
Goal Elicitation
Invisible Support
Open Question: Theoretical
Orientation for Design Tools?
Preliminary Answers:
The Visual Narrative Engine
Metaphors
Message Objective
We need mathematical study of minds, machines, medium, and message