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Affective Storytelling based on Characters' Feelings

机译:基于人物的情感情感讲故事

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Most Interactive Storytelling systems developed to date have followed a task-based approach to story representation, using planning techniques to drive the story by generating a sequence of actions, which essentially "solve" the task to which the story is equated. One major limitation of this approach has been that it fails to incorporate characters' psychology, and as a consequence important aesthetic aspects of the narrative cannot be easily captured by Interactive Storytelling. In this paper, we introduce a new approach to Interactive Storytelling which aims at reconciling narrative actions with the characters' attributed psychology as stated in the narrative. Our long-term goal is to be able to explore Interactive Storytelling for those narrative genres which are based on the characters' psychology rather than solely on their actions. We used as a starting point the formalisation by Flaubert himself of his novel Madame Bovary, which includes a detailed account of character's desires and feelings. We describe a prototype in which characters' behaviour is driven by a real-time search-based planning system applying operators whose content is based on a specific inventory of feelings. Furthermore, the actual pattern of evolution of the character's plan, as measured through the variation of the search heuristic, is used to confer a sense of awareness to the characters, which can be used to generate feelings about its overall situation, from feelings of boredom to hope, despair and helplessness.
机译:迄今开发的最具互动性的讲故事系统都遵循一个基于任务的方法,以故事表示,其中使用规划技术通过生成一系列动作,基本上“解决”,其故事被等同任务驱动的故事。这种方法的一个主要限制是,它不包含人物的心理,并因此叙事的重要美学方面不能很容易地通过互动讲故事抓获。在本文中,我们介绍互动讲故事的新方法,其目的是与人物的心理归因调和叙事动作如在叙述说明。我们的长期目标是能够探索互动讲故事对基于对人物的心理,而不是仅仅对他们的行为的叙述方式。我们通过福楼拜作为出发点的形式化自己他的小说包法利夫人,其中包括详细说明人物的欲望和感情的。我们描述了其中人物的行为是通过将运营商,其内容是基于感情的特定库存实时的基于搜索的规划系统驱动的原型。此外,人物的计划发展的实际模式,通过对搜索算法的变化测量,用于赋予的意识感的特点,它可以被用来生成有关其大局的感受,从无聊的感受以希望,绝望和无助。

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