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Computational techniques for reasoning about and shaping player experiences in interactive narratives.

机译:在互动叙事中推理和塑造玩家体验的计算技术。

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摘要

Interactive narrative experiences are marked by two important characteristics: (1) a large space of player interactions, some subset of which are specified as aesthetic goals for the system to realize and (2) the affordance for the player to express self-agency and interact in a meaningful way with the system. As a function of those characteristics, players are (often unknowing) participants in the creation of the narrative experience. They cannot be assumed to be cooperative, nor can they be assumed to be adversarial. Thus, we must provide paradigms to designers that enable them to work with the players to co-create the experiences without the explicit transfer of the system's goals (as specified by the author) to players and without the need for the system to have a goal-oriented model of a player's behaviors or decisions. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narrative settings.Early work in the field of interactive narrative relied heavily on so-called "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify or adapt an environment in service of providing a narrative experience to a player. While there have been advances in techniques for representing and reasoning about narrative experiences at an abstract level that automate (to a degree) the trigger side of script-and-trigger systems, few techniques have succeeded in providing designers with a paradigm that reduces their need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation.We first describe a decomposition of the design process for interactive narrative that induces three distinct technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows technical machinery to be developed for reasoning about the complete implementation of an interactive narrative. In turn, we describe representational and algorithmic solutions to each of these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture based on theories of influence and persuasion from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct experiments both in simulation and in an interactive storytelling system with human subjects.In using these techniques, we realize the following three goals: (1) provide efficient algorithmic support for authoring interactive narratives for entertainment, education, or training (2) design a paradigm for AI systems to reason about and act to shape player experiences based on author-specified aesthetic goals for interactive narratives and (3) accomplish (1) and (2) with the player feeling more engaged and without the player perceiving a decrease in self-agency.
机译:互动叙事体验具有两个重要特征:(1)玩家互动的空间很大,其中一些子集被指定为系统实现的审美目标,以及(2)玩家表达自我代理和互动的能力以有意义的方式使用系统。作为这些特征的函数,参与者(常常是不知道)参与了叙事体验的创造。它们不能被认为是合作的,也不能被认为是对抗的。因此,我们必须为设计人员提供范例,使他们能够与玩家合作以共同创建体验,而无需将系统目标(由作者指定)明确地传递给玩家,也无需系统具有目标玩家行为或决策的面向模型。本文通过形式化的紧凑表示法和高效的算法,使计算机系统能够在交互式叙事环境中表示,推理和塑造玩家的体验。交互式叙事领域中的早期工作很大程度上依赖于所谓的“脚本触发”系统,要求设计师付出大量的工程设计工作,以提供具体的指导,说明何时以及如何系统可以修改或适应环境,从而为玩家提供叙事体验。虽然在抽象水平上表示和推理叙事经验的技术已经取得了进步,这些技术使脚本触发系统的触发端(一定程度上)实现了自动化(但在一定程度上),但是很少有技术能够成功地为设计人员提供减少其需求的范例对于脚本系统的改编或重新配置,这是本论文的贡献之一。我们首先描述交互式叙事的设计过程的分解,该过程引起三个明显的技术问题:目标选择,行动/计划选择/生成以及行动/计划细化。这种分解允许开发技术机制来为交互式叙事的完整实施提供推理。反过来,我们将描述针对这些问题的代表性解决方案和算法解决方案:基于Markov决策过程的形式主义用于目标选择,基于模式的规划架构,该架构基于来自社会心理学的影响和说服理论,用于行动/计划选择/生成,以及用于操作/计划优化的基于自然语言的模板系统。为了评估这些技术,我们在模拟和与人类受试者互动的叙事系统中进行了实验。使用这些技术,我们实现了以下三个目标:(1)为娱乐,教育或娱乐方面的交互式叙述的创作提供有效的算法支持。训练(2)根据作者指定的互动叙事美学目标,设计AI系统范例以推理并采取行动塑造玩家的体验,并且(3)在玩家感到更加投入和没有玩家的情况下完成(1)和(2)。玩家感觉到自我代理的减少。

著录项

  • 作者

    Roberts, David L.;

  • 作者单位

    Georgia Institute of Technology.;

  • 授予单位 Georgia Institute of Technology.;
  • 学科 Artificial Intelligence.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 318 p.
  • 总页数 318
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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