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Storytelling and Understanding AI

Toward A Critical Technical Practice


Invited Colloquium, Genesis GroupMIT

rogelio@cs.utah.edu

Rogelio E. Cardona-Rivera, Ph.D. http://rogel.io

Assistant Professor @recardona


School of Computing, Entertainment Arts and Engineering Program
University of Utah
04 09 2021

qed.cs.utah.edu LABORATORY FOR QUANTITATIVE EXPERIENCE DESIGN


We have no clue
We have no clue why stories are so
effective,
We have no clue why stories are so
effective, how to intentionally
structure them,
We have no clue why stories are so
effective, how to intentionally
structure them,
nor how they impact us
We have no clue why stories are so
effective, how to intentionally
structure them,
nor how they impact us

Idea: Computational Narrative Models can help


What is a Computational Model?

What is a Computational Model?


What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


Inpu
t
What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


Inpu
t
Outp
ut
What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


Beh Inpu
avio t
Outp r
ut
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>

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

The Introspection Age


The Rational Reconstruction Age
The Embodied and Cognitive Age
The Introspection Age

“May I say that I have not thoroughly enjoyed


serving with humans? I find their illogic and foolish
emotions a constant irritant.”
The Introspection Age
The Introspection Age
“What seems necessary for
storytelling and
understanding?”
The Introspection Age
“What seems necessary for
storytelling and
understanding?”
The Need for Knowledge

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

“You've shown none of the concern that Captain


Picard would for the safety of his ship, the welfare
of his crew.”
The Rational Reconstruction Age
“What do others tell us
is important?”
The Turn to:
Narratology

Cognitive Science

Design
Narratively
IntelligentGame
AI
Type a quote
here.
Psyc
holo
gy
AI+HCI

Narratology

Design

An example agenda in the


Johnny Appleseed
Science of Narrative
What is Narrative Intelligence?

Unique human capacity to


understand our environment in
terms of stories

(Heider and Simmel, 1944)


Why Narrative Intelligence matters

Narrative framing makes interaction more compelling


Why Narrative Intelligence matters

Narrative framing makes interaction more compelling


Entertainment video games
Why Narrative Intelligence matters

Narrative framing makes interaction more compelling


Entertainment training simulations

Education
Why Narrative Intelligence matters

Narrative framing makes interaction more compelling


Entertainment gamification

Education

Engagement
Why Narrative Intelligence matters

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
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

Story generation as a classical planning problem P = hsi , g, Di


si: initial state
g : goal conditions
: set of (domain) actions, predicates, and objects
D
Search for sequence to transform →
si g
Plans and planning in narrative generation: a review of plan-based approaches to the generation of story, discourse and
interactivity in narratives (Young et al., 2013)
Narratives as Plans
AI+
HCI

Actions encoded as template operators

Planning Domain Definition Language

(:action pick-up :parameters (?agent ?item ?location)


:precondition (and (at ?item ?location) (at ?agent ?location))
:effect (and (not (at ?item ?location)) (has ?agent ?item)))
Narratives as Plans
AI+
HCI

Actions encoded as template operators

Planning Domain Definition Language


PDDL expanded with consenting agents

(:action pick-up :parameters (?agent ?item ?location)


:precondition (and (at ?item ?location) (at ?agent ?location))
:effect (and (not (at ?item ?location)) (has ?agent ?item))
:agents (?agent))
What is the
Narratives as Plans problem here?

Actions encoded as template operators

Planning Domain Definition Language


PDDL expanded with consenting agents

(:action pick-up :parameters (?agent ?item ?location)


:precondition (and (at ?item ?location) (at ?agent ?location))
:effect (and (not (at ?item ?location)) (has ?agent ?item))
:agents (?agent))
` AI+
HCI

Solution to a planning problem is a


plan
P = hs , g, Di ⇡ = hS, B, Li
i
Automated Planning AI+
HCI

Solution to a planning problem is a


plan
P = hs , g, Di ⇡ = hS, B, Li
i

: steps
Pick-up Pick-up
S si g
Disenchant
Automated Planning AI+
HCI

Solution to a planning problem is a


plan
P = hs , g, Di ⇡ = hS, B, Li
i

: steps
Pick-up Pick-up
S: bindings si g
B Disenchant
Automated Planning AI+
HCI

Solution to a planning problem is a


plan
P = hs , g, Di ⇡ = hS, B, Li
i

: 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

(define (domain KNIGHT)


(:requirements :strips)
(:predicates
(at ?x ?y) (has ?x ?y) (path ?x ?y) (asleep ?x)
(enchanted ?x))
(:action pick-up :parameters (?agent ?item ?
location) …)
(:action move :parameters (?agent ?from ?to) …)
(:action disenchant :parameters (?agent ?obj ?
location ?book) …)
(:action wake-up :parameters (?agent ?sleeper ?
location) …) )
Example: A Knight’s Tale AI+
NarratologyHCI

(define (domain KNIGHT) (define (problem STORY) (:domain


(:requirements :strips) KNIGHT)
(:predicates (:objects
(at ?x ?y) (has ?x ?y) (path ?x ?y) (asleep ?x) ARTHUR MERLIN SPELLBOOK
(enchanted ?x)) MERLINBOOK EXCALIBUR
(:action pick-up :parameters (?agent ?item ? FOREST HOME)
location) …) (:init
(:action move :parameters (?agent ?from ?to) …) (at ARTHUR FOREST)
(:action disenchant :parameters (?agent ?obj ? (at MERLIN FOREST)
location ?book) …) (has MERLIN MERLINBOOK)
(:action wake-up :parameters (?agent ?sleeper ? (asleep MERLIN) (at SPELLBOOK
location) …) ) FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))
Example: A Knight’s Tale AI+
NarratologyHCI

(define (problem STORY) (:domain


KNIGHT)
(:objects
ARTHUR MERLIN SPELLBOOK
MERLINBOOK EXCALIBUR
FOREST HOME)
(:init
(at ARTHUR FOREST)
(at MERLIN FOREST)
(has MERLIN MERLINBOOK)
(asleep MERLIN) (at SPELLBOOK
FOREST)
(at EXCALIBUR FOREST)
(enchanted EXCALIBUR) (path
Pick-up Pick-up
si g FOREST HOME))
(:goal
(has ARTHUR EXCALIBUR))

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

Story Director Player can act as afforded by


the logical world state

Authorswith

Designer
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Pick-up
si g
Disenchant

Intended Narrative Plan


IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si g
Chronology — Player & System take turns
On System Turn: Advance Narrative Agenda

On Player Turn: ???


IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si g
Chronology — Player & System take turns
On System Turn: Advance Narrative Agenda

On Player Turn: ???


IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si g
Move
Chronology — Player & System take turns
On System Turn: Advance Narrative Agenda

On Player Turn: ???


IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si g
Move

Wake-up
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si p g
Move
q
Wake-up Many trajectories
r
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si p g
Move

q …

Wake-up Many many


r trajectories
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si p g
Move

q …

Wake-up Many many


r trajectories
Not all are good
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si p g
Move

q g


is unreachable

Wake-up Many many


r trajectories
Not all are good
IN Play as Game Tree Search AI+
NarratologyHCI

Pick-up Disenchant Pick-up


si p g
Move

q g


is unreachable

Wake-up Many many


r trajectories
Not all are good
Mediator is needed
Interactive Narrative (IN)
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

Pick-up Disenchant Pick-up


si p g
Move

q …

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

Managing the player’s


intent, which fluctuates
due to narrative
intelligence


Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Role-play
Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Role-play

Desire for Agency


Automated Design Problem AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Role-play

Desire for Agency


Example Science of Game Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Role-play

Desire for Agency


Example Science of Storygame Design

Managing the player’s


intent, which fluctuates
due to narrative
intelligence
Comprehension …

Role-play

Desire for Agency


Example Science of Storygame Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Example Science of Storygame Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Modeling Story Understanding
Ps
yc
h
ol
o
g
y
Narratology

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

The QUEST Model of Comprehension


Comprehension as Q&A (Graesser and Franklin, 1990)

Predicts normative answers to questions


Why? How? When? What enabled?
What was the consequence?

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

The QUEST Model of Comprehension


Arthur
Comprehension as Q&A
Outcome
disenchants
Excalibur
Event
Predicts normative answers to questions
Why? How? When?
ExcaliburWhat enabled?
What was the consequence?
disenchante
Consequence
d
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

Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal

The QUEST Model of Comprehension


Arthur
Why did Arthur
Comprehension
Outcome
disenchants as Q&A disenchant
Excalibur
Excalibur?
Event
Predicts normative answers to questions
Why? How? When?
ExcaliburWhat enabled?
What was the consequence?
disenchante
Consequence
d
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

Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal

The QUEST Model of Comprehension


Arthur
Why did Arthur
Comprehension
Outcome
disenchants as Q&A disenchant
Excalibur
Excalibur?
Event
Predicts normative answers to questions
Why? How? When?
ExcaliburWhat enabled?
What was the consequence?
disenchante
Consequence
d
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

Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal

The QUEST Model of Comprehension


Arthur
Why did Arthur
Comprehension
Outcome
disenchants as Q&A disenchant
Excalibur
Excalibur?
Event
Predicts normative answers to questions
Why? How? When?
ExcaliburWhat enabled?
What was the consequence?
disenchante
Consequence
d
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

Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal

The QUEST Model of Comprehension


Arthur
Why did Arthur
Comprehension
Outcome
disenchants as Q&A disenchant
Excalibur
Excalibur?
Event
Predicts normative answers to questions
Why? How? When?
ExcaliburWhat enabled?
What was the consequence?
disenchante
Consequence
d
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

Subtitle Text
Example QUEST “Why?” Search
Arthur Arthur
wants wants
disenchante Reason
Excalibur
d Goal

The QUEST Model of Comprehension


Candidate Answers Why did Arthur
Comprehension as Q&A disenchant
Excalibur?
Predicts normative answers to questions
Why? How? When? What enabled?
What was the consequence?

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)

Original: manual graph


Ours: generated graph

Participants gave goodness-


of-answer Likert data for
Q&A pairs
Predicted their answers
Strong support for model
(N=695)
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
Comprehension as Q&A

Predicts normative answers to questions


Why? How? When? What enabled?
What was the consequence?

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

Predicts normative answers to questions


Why? How? When? What enabled?
What was the consequence?

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

Predicts normative answers to questions


Why? How? When? What enabled?
What was the consequence?

Question Answering in the Context of Stories Generated by Computers(Cardona-Rivera, Price, Winer, and Young,
2016)
Example Science of Game Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Example Science of Game Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension
Role-play

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Determinants of Player Choice AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Tripartite Model of
Player Behavior
(Waskul and Lusk, 2004)

Person
Player
Persona (Roles)

The Mimesis Effect(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)


Role-play as Preferred Actions
Ps
yc
h
ol
o
AI+ g
NarratologyHCI
y

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

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology

Inferences

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Players with no
explicit role self-select
and remain consistent Chronology

Inferences

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
Takeaway
Players prefer to act as
expected from
assigned/chosen role.
Preferred!
Players with no
explicit role self-select
and remain consistent Chronology

The Mimesis Effect(Domínguez, Cardona-Rivera, Vance and Roberts, 2016)


Example Science of Game Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension
Role-play

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Example Science of Game Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension
Desire for Agency

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Pursuing Greater Agency Narratology
Ps
yc
h
ol
o
g
y

Satisfying power to take


meaningful action and
see the results of our
decisions & choices
(Murray 1997)

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)

🥇BEST PAPER, ICIDS2012


Foreseeing Meaningful Choices AI+
NarratologyHCI
Ps
yc
h
ol
o
g
y

Idea: Greater agency — greater difference


(greater meaning)
Method: Measure choice story outcomes
Formalize story content
Define story content difference
Compare choices through story content
difference

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

The Event-Indexing Model (Zwaan, Langston, Graesser 1995)

picks up disenchants picks up

Consumers “chunk” story information into


events
space space space
time time time
causal causal causal
goals goals goals
entities entities 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

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

Participants (N=88) played custom CYOA


6 binary choices

Answered 5-point Likert prompts for agency


Page Trend Test supports our theory
=0 6
=
(Vermeulen et al. 2010)
0

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

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)
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

Answered 5-point Likert


prompts for agency Chronology
Page Trend Test Inferences
supports our theory

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

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension
Desire for Agency

Role-play …

Desire for Agency

In the context of the Automated Design Problem


Example Science of Storygame Design

Managing the player’s intent, which fluctuates due to


narrative intelligence
Comprehension

Role-play …

Desire for Agency

In the context of the Automated Design Problem


The Embodied and
Cognitive Age
What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


Beh Inpu
avio t
Outp r
ut
What is a Computational Model?

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>

The Embodied and Cognitive Age f (x)


Beh
avio
r
What is a Computational Model?
How?
Why?

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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

The Introspection Age Recently awarded a CAREER!


The Rational Reconstruction Age
The Embodied and Cognitive Age

rogelio@cs.utah.edu

Rogelio E. Cardona-Rivera, Ph.D. http://rogel.io

Assistant Professor @recardona


School of Computing, Entertainment Arts and Engineering Program
University of Utah
End
A Science of Game Design
O =I ⇥C
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Design Sciences applied to Games


It is needed
Games are widely used for better engagement
Games are tough to design
It is possible
AI can be used to model relationships between structure and mind
My work broadly pursues this agenda as applied to narrative
rogelio@cs.utah.edu

Rogelio E. Cardona-Rivera, Ph.D. http://rogel.io

Assistant Professor @recardona


School of Computing, Entertainment Arts and Engineering Program
University of Utah
03 03 2021
End
Call to Action

Embrace Design
No optimal solutions, only tradeoffs (“it depends”)

Tripartite Model of Games Research


Content Game Cognition
Interface
Seek the invariant relationships
Appendix
Human Cost
Subtitle Games
Telltale Text

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

The whole value of a game is in the mental model


of itself it projects into the player’s mind.

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

What is narrative design?


How can we design narratives intentionally?
How can we best support narrative design?
What is narrative design?
New language: Goals, Feedback,
and Interpretation
Complements: Mechanics,
Dynamics, Aesthetics

Framing: Games as Conversation


Open Question: Theoretical
Orientation for Design?
Preliminary Answer: Situated
Function-Behaviour-Structure
What is narrative design?
New language: Goals, Feedback,
and Interpretation
Complements: Mechanics,
Dynamics, Aesthetics

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

Mechanics Dynamics, Aesthetics


Mechanics, Goals
How you can act Why
Mechanics, Technology, Narrative, Aesthetics you would
want to
Mechanics + Systems, Gameplay, Player Experience
Dynamics Feedback
Elements, Behaviours, Experience
How the system reacts How you would know

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

To Win To Finish To Prolong

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

And how do you


accomplish that?

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

Choose Configure Create Find Obtain

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

Remove Defeat Bowser


To Finish
Save the Princess

Remove Defeat Bowser

Reach Destroy Bridge


Parallel Goal Hierarchy

What does this


mean?
To Finish
Save the Princess

Remove Defeat Bowser

Reach Destroy Bridge


Parallel Goal Hierarchy

To Finish
Save the Princess

Remove Defeat Bowser


Why do you want to
do this?

Reach Destroy Bridge


Parallel Goal Hierarchy

To Finish
Save the Princess
Why do you want to
do this?

Remove Defeat Bowser

Reach Destroy Bridge


What is narrative design?
New language: Goals, Feedback,
and Interpretation
Complements: Mechanics,
Dynamics, Aesthetics

Framing: Games as Conversation

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

Games The mailbox is relevant.Why


would it be communicated
otherwise?
What is narrative design?
New language: Goals, Feedback,
and Interpretation
Complements: Mechanics,
Dynamics, Aesthetics

Framing: Games as Conversation


What is narrative design?
New language: Goals, Feedback,
and Interpretation
Complements: Mechanics,
Dynamics, Aesthetics

Framing: Games as Conversation


Open Question: Theoretical
Orientation for Design?
Preliminary Answer: Situated
Function-Behaviour-Structure

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

Arthur wants Arthur


disenchante Reason wants
d Excalibur Goa
l

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

Ignacio X. Domínguez, Rogelio E. Cardona-Rivera, James Vance, David L. Roberts;


The Mimesis Effect: The Effect of Roles on Player Choice in Interactive Narrative Role-Playing Games . In Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems (CHI2016), pages 3438-3449, San Jose, CA, USA, 2016.
How can we design narratives intentionally?
Intention requires goal setting
Question Answering

Role-play

Open Question: Theoretical


Orientation for Intentional Effect?
Preliminary Answer: The Visual
Narrative Parallel Architecture

The Visual Narrative Engine

The interactivity grammar?

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.

Research Question: Can we describe procedures to match posited interfaces?


The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.

Research Question: Can we describe procedures to match posited interfaces?


The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.

Research Question: Can we describe procedures to match posited interfaces?

Scene Graphs
Scene Graphs
A Representation from Computer Vision
The Visual Narrative Engine
Model of the combined VNG+PINS = Visual Narrative Parallel Arch.

Research Question: Can we describe procedures to match posited interfaces?

Scene Graphs HTNPlans


Hierarchical Task Networks
A Representation from Automated Planning
Representations are Compatible!

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.

Research Question: Can we describe procedures to match posited interfaces?

Scene Graphs HTNPlans


How can we design narratives intentionally?
Intention requires goal setting
Question Answering

Role-play

Open Question: Theoretical


Orientation for Intentional Effect?
Preliminary Answer: The Visual
Narrative Parallel Architecture

The Visual Narrative Engine

The interactivity grammar?

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

What is narrative design?


How can we design narratives intentionally?
How can we best support narrative design?
Recap
We need mathematical study of minds, machines, medium, and message

What is narrative design?


How can we design narratives intentionally?
How can we best support narrative design?
Next Generation Open Questions
VNE (and VNG): Where does interaction fit in?

How does fluency mediate tool use? (VLFI for Games?)


Recap and Wrap: Join me?
We need mathematical study of minds, machines, medium, and message

What is narrative design?


How can we design narratives intentionally?
How can we best support narrative design?
Next Generation Open Questions
VNE (and VNG): Where does interaction fit in?

How does fluency mediate tool use? (VLFI for Games?)

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