首页> 外文会议>International Conference on Autonomous Agents and Multiagent Systems >Protagonist vs Antagonist PROVANT: Narrative Generation as Counter Planning: Socially Interactive Agents Track
【24h】

Protagonist vs Antagonist PROVANT: Narrative Generation as Counter Planning: Socially Interactive Agents Track

机译:主人公与对抗证明人:作为反计划的叙事生成:社会互动代理人追踪

获取原文

摘要

Our motivation in this work is to develop a narrative generation mechanism for Interactive Storytelling that removes some of the authoring burden that is inherent to plan-based approaches. We focus on the class of narratives that dominate in Hollywood movies, television serial dramas and situation comedies. These narratives revolve around a central Protagonist in pursuit of a goal and who faces a series of obstructions placed in their way by an Antagonist and which they must overcome in order to reach their goal. We cast this problem as a non-cooperative multi-agent planning problem, in other words counter planning. We build on recent techniques in goal recognition and landmark identification to develop a novel plan-based narrative generation mechanism. A key opportunity that goal recognition provides is to reason explicitly with partially observed action sequences, reflecting the reasoning process of the antagonist. Thus the antagonist can only act to obstruct if it is reasonable (to the viewer) that they have guessed the protagonist's intentions. Starting from the believed goal, the narrative generator can reason about the protagonist's plan and what must be done to achieve it i.e., the plan landmarks and use these to automatically identify suitable points of obstruction. In the paper we detail the approach and illustrate it with a worked example. We report the results of an experimental evaluation and user study in a number of representative narrative domains. The experimental results show that we can construct narratives displaying the desired structure without the overhead of authoring narrative structuring information. Results of the user study with system generated narratives confirm that viewers can clearly recognise agent roles and narrative structure.
机译:我们在这项工作中的动机是开发一种用于交互式故事讲述的叙事生成机制,以消除基于计划的方法固有的一些创作负担。我们关注好莱坞电影、电视连续剧和情景喜剧中占主导地位的叙事类。这些故事围绕着一个追求目标的中心人物展开,他面临着一系列被对手设置的障碍,他们必须克服这些障碍才能达到自己的目标。我们把这个问题归结为一个非合作的多智能体规划问题,换句话说,反规划。我们基于目标识别和地标识别的最新技术,开发了一种新的基于计划的叙事生成机制。目标识别提供的一个关键机会是用部分观察到的动作序列进行明确推理,反映对手的推理过程。因此,只有在(观众)合理地猜测到主人公的意图时,对手才能采取行动进行阻挠。从所相信的目标开始,叙事生成器可以推理主角的计划,以及为实现该计划必须采取的措施,即计划地标,并使用这些地标自动识别合适的障碍点。在本文中,我们详细介绍了这种方法,并用一个实例加以说明。我们报告了在一些有代表性的叙事领域进行的实验评估和用户研究的结果。实验结果表明,我们可以构建显示所需结构的叙事,而无需编写叙事结构信息。对系统生成的叙事进行的用户研究结果证实,观众可以清楚地识别代理角色和叙事结构。

著录项

相似文献

  • 外文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号