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Extending character-based storytelling with awareness and feelings

机译:通过认知和情感扩展基于角色的故事讲述

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摘要

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 characters' 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.
机译:迄今为止,大多数开发的交互式讲故事系统都遵循基于任务的故事表示方法,使用计划技术通过生成一系列动作来驱动故事,这些动作实质上是“解决”故事所要完成的任务。这种方法的一个主要局限性在于它无法融合角色的心理,结果,叙事的重要美学方面无法通过互动式故事讲述轻松地捕捉到。在本文中,我们介绍了一种互动式叙事的新方法,该方法旨在使叙事动作与叙事中陈述的角色归属心理保持一致。我们的长期目标是能够探索互动叙事的叙事类型,这些叙事类型是基于角色的心理而不仅仅是基于角色的行为。我们将弗劳伯特本人的小说《博瓦里夫人》作为形式化的起点,其中详细阐述了人物的欲望和感情。我们描述了一个原型,在该原型中,角色的行为由基于实时搜索的计划系统驱动,该系统应用运算符,其内容基于特定的感觉清单。此外,通过搜索启发式方法的变化来衡量角色计划的演变的实际模式,可以赋予角色以意识,从而可以从无聊感中产生关于角色总体状况的感觉。希望。

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