Planning characters' behaviour in interactive storytelling

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Authors: Cavazza, M., Charles, F. and Mead, S.J.

Journal: Journal of Visualization and Computer Animation

Volume: 13

Issue: 2

Pages: 121-131

ISSN: 1049-8907

DOI: 10.1002/vis.285

In this paper, we describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal Tournament™ game engine, and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates in the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. In this context, the narrative equivalent of a character's behaviour consists of its role. The set of possible roles for a given actor is represented as a hierarchical task network (HTN). The system uses HTN planning to dynamically generate the character roles, by interleaving planning and execution, which supports dynamic interaction between actors, as well as user intervention in the unfolding plot. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors. Copyright © 2002 John Wiley & Sons, Ltd.

This data was imported from Web of Science (Lite):

Authors: Cavazza, M., Charles, F. and Mead, S.J.

Journal: JOURNAL OF VISUALIZATION AND COMPUTER ANIMATION

Volume: 13

Issue: 2

Pages: 121-131

ISSN: 1049-8907

DOI: 10.1002/vis.285

The data on this page was last updated at 05:01 on March 20, 2019.