A growing number of algorithms for story planning include the ability to create stories with failed actions – in particular failed actions that occur because of the mistaken beliefs of the characters attempting them....
This paper presents MULTISTYLE, a multi-agent centralized heuristic search planner that incorporates distinct agent playstyles to generate solution plans where characters express individual preferences while cooperati...
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Game system models introduce abstractions over games in order to support their analysis, generation, and design. While excellent, models to date leave tacit what they abstract over, why they are ontologically adequate...
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Despite the vast scholarship around serious games, there is still no consensus methodology for how to best go about designing them. This paper presents work-in-progress toward synthesizing an actionable, systematic se...
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Recent work extending planning algorithms that reason about action and change has been successful at supporting game design, player modeling, and story generation. Incorporating agent preferences over actions and prop...
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Previous work on story planning has lacked a knowledge representation for characters that attempt actions that fail because of the characters’ misconceptions about the world state. This work describes HEADSPACE, a st...
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This paper presents the foundations of a computational science of game design—a model of abstraction: the outcome of a situated design process that conceptualizes something in terms of something else for a specific p...
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Using domain compilation, we present a narrative planning system that is capable of creating narrative plans that use both character intention and character beliefs. We introduce a model capable of representing charac...
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A key part of managing a player's virtual reality experience is ensuring that the environment behaves consistently to the player's interaction. In some instances, however, it is important to change how the wor...
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ISBN:
(数字)9781728174631
ISBN:
(纸本)9781728174648
A key part of managing a player's virtual reality experience is ensuring that the environment behaves consistently to the player's interaction. In some instances, however, it is important to change how the world behaves-i.e. the world's simulation rules or mechanics-because doing so preserves the virtual environment's intended quality. Mechanics changes must be done carefully; if too overt, they may be perceivable and potentially thwart a player's sense of presence or *** paper reports the result of a study, which demonstrates the widely-held but heretofore-untested belief that changing an environment's mechanics without considering what the player knows is visible to the player. The study's findings motivate the paper's second contribution: an automated method to perform invisible dynamic mechanics adjustment, which affords shifting a game's previously-established mechanics in a manner that is not perceivably inconsistent to players. This method depends on a knowledge-tracking strategy and two such strategies are presented: (1) a conservative one, relevant to a wide variety of virtual environments, and (2) a more nuanced one, relevant to environments that will be experienced via head-mounted virtual reality displays. The paper concludes with a variety of design-centered considerations for the use of this artificial intelligence system within virtual reality.
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