An Event-Centric Planning Approach for Dynamic Real-Time Narrative

In this paper, we propose an event-centric planning framework for directing interactive narratives in complex 3D environments populated by virtual humans. Events facilitate precise authorial control over complex interactions involving groups of actors and objects, while planning allows the simulation of causally consistent character actions that conform to an overarching global narrative. Events are defined by preconditions, postconditions, costs, and a centralized behavior structure that simultaneously manages multiple participating actors and objects. By planning in the space of events rather than in the space of individual character capabilities, we allow virtual actors to exhibit a rich repertoire of individual actions without causing combinatorial growth in the planning branching factor. Our system produces long, cohesive narratives at interactive rates, allowing a user to take part in a dynamic story that, despite intervention, conforms to an authored structure and accomplishes a predetermined goal.

[1]  Boyang Li,et al.  Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach , 2010, AGS.

[2]  Norman I. Badler,et al.  PAStE: A Platform for Adaptive Storytelling with Events , 2013, Intelligent Narrative Technologies.

[3]  Ralph Bergmann 2. Experience Management , 2002 .

[4]  Richard Fikes,et al.  STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving , 1971, IJCAI.

[5]  Stéphane Donikian,et al.  A synthetic-vision based steering approach for crowd simulation , 2010, SIGGRAPH 2010.

[6]  Norman I. Badler,et al.  Controlling individual agents in high-density crowd simulation , 2007, SCA '07.

[7]  John Funge,et al.  Cognitive modeling: knowledge, reasoning and planning for intelligent characters , 1999, SIGGRAPH.

[8]  Dinesh Manocha,et al.  Reciprocal Velocity Obstacles for real-time multi-agent navigation , 2008, 2008 IEEE International Conference on Robotics and Automation.

[9]  Ken Perlin,et al.  Improv: a system for scripting interactive actors in virtual worlds , 1996, SIGGRAPH.

[10]  Norman I. Badler,et al.  Intelligent Camera Control Using Behavior Trees , 2011, MIG.

[11]  Daniel Thalmann,et al.  Planning with Smart Objects , 2005, WSCG.

[12]  Stefan Kopp,et al.  The Behavior Markup Language: Recent Developments and Challenges , 2007, IVA.

[13]  Mark O. Riedl,et al.  Dynamic Experience Management in Virtual Worlds for Entertainment , Education , and Training , 2008 .

[14]  Darryl Charles,et al.  Adaptive Storytelling and Story Repair in a Dynamic Environment , 2011, ICIDS.

[15]  James A. Hendler,et al.  HTN Planning: Complexity and Expressivity , 1994, AAAI.

[16]  Marc Cavazza,et al.  Applying planning to interactive storytelling: Narrative control using state constraints , 2010, TIST.

[17]  J. Pettré,et al.  A synthetic-vision based steering approach for crowd simulation , 2010, ACM Trans. Graph..

[18]  Stacy Marsella,et al.  THESPIAN: An Architecture for Interactive Pedagogical Drama , 2005, AIED.

[19]  Sebastian Thrun,et al.  Anytime Dynamic A*: An Anytime, Replanning Algorithm , 2005, ICAPS.

[20]  David Thue,et al.  Interactive Storytelling: A Player Modelling Approach , 2007, AIIDE.

[21]  Vadim Bulitko,et al.  Interactive Narrative: An Intelligent Systems Approach , 2012, AI Mag..

[22]  Norman I. Badler,et al.  Virtual Crowds: Methods, Simulation, and Control , 2008, Virtual Crowds: Methods, Simulation, and Control.

[23]  Andrew Stern,et al.  Integrating Plot, Character and Natural Language Processing in the Interactive Drama Façade , 2003 .

[24]  Norman I. Badler,et al.  Smart Events and Primed Agents , 2010, IVA.

[25]  Jonathan Schaeffer,et al.  Macro-FF: Improving AI Planning with Automatically Learned Macro-Operators , 2005, J. Artif. Intell. Res..

[26]  Demetri Terzopoulos,et al.  Autonomous pedestrians , 2005, SCA '05.

[27]  Helbing,et al.  Social force model for pedestrian dynamics. , 1995, Physical review. E, Statistical physics, plasmas, fluids, and related interdisciplinary topics.

[28]  Robert Michael Young,et al.  Managing interaction between users and agents in a multi-agent storytelling environment , 2003, AAMAS '03.

[29]  P. Maes,et al.  Old tricks, new dogs: ethology and interactive creatures , 1997 .

[30]  Aaron Bryan Loyall,et al.  Believable agents: building interactive personalities , 1997 .

[31]  Eric Menou Real-Time Character Animation Using Multi-layered Scripts and Spacetime Optimization , 2001, International Conference on Virtual Storytelling.

[32]  Glenn Reinman,et al.  A Behavior-Authoring Framework for Multiactor Simulations , 2011, IEEE Computer Graphics and Applications.

[33]  Demetri Terzopoulos,et al.  A decision network framework for the behavioral animation of virtual humans , 2007, SCA '07.

[34]  Craig W. Reynolds Steering Behaviors For Autonomous Characters , 1999 .

[35]  Norman I. Badler,et al.  Parameterizing Behavior Trees , 2011, MIG.

[36]  Brian Magerko,et al.  AI Characters and Directors for Interactive Computer Games , 2004, AAAI.

[37]  Craig A. Knoblock,et al.  PDDL-the planning domain definition language , 1998 .