Comme il Faut: A System for Simulating Social Games Between Autonomous Characters

Modern video games have highly developed computational models of physical space, which allow sophisticated play in the physical realm. However, computational models of social interaction are rare, offer limited social play, and require a large amount of authoring to create. We believe that a computational model of social interaction inspired by appropriate humanities and social science concepts could help alleviate these problems and open up new areas of social play. In this paper, we describe a playable model called Comme il Faut that uses a social artificial intelligence system particularly inspired by Goffman’s dramaturgical analysis and Berne’s psychological games, constructed for authoring power rather than fidelity with the everyday world. Our theoretical basis, the system’s relation to other digital media and games, and its implementation are presented to explain Comme il Faut and our approach to enabling social play.

[1]  Christina R. Strong,et al.  Talking with NPCs: Towards Dynamic Generation of Discourse Structures , 2008, AIIDE.

[2]  David V. Pynadath,et al.  PsychSim: Agent-based Modeling of Social Interactions and Influence , 2004, ICCM.

[3]  Eric Berne,et al.  Games People Play: The Basic Handbook of Transactional Analysis , 1996 .

[4]  Stacy Marsella,et al.  Thespian: using multi-agent fitting to craft interactive drama , 2005, AAMAS '05.

[5]  E. Goffman The Presentation of Self in Everyday Life , 1959 .

[6]  Roger C. Schank,et al.  Scripts, plans, goals and understanding: an inquiry into human knowledge structures , 1978 .

[7]  Wenji Mao,et al.  Modeling Social Emotions and Social Attributions , 2005 .

[8]  Andrew Stern,et al.  Structuring Content in the Façade Interactive Drama Architecture , 2005, AIIDE.

[9]  Stacy Marsella,et al.  EMA: A computational model of appraisal dynamics , 2006 .

[10]  Jennifer Stromer-Galley,et al.  The Digital Dollhouse , 2007, Games Cult..

[11]  Henry Been-Lirn Duh,et al.  Understanding social interaction in world of warcraft , 2007, ACE '07.

[12]  Martin Willander KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic , 2008 .

[13]  Michael Mateas,et al.  The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents , 2009, AAAI Spring Symposium: Intelligent Narrative Technologies II.

[14]  Ana Paiva,et al.  FearNot! - An Experiment in Emergent Narrative , 2005, IVA.

[15]  Rui Prada,et al.  Teaming up humans with autonomous synthetic characters , 2008, AI Commun..

[16]  Ana Paiva,et al.  Using rituals to express cultural differences in synthetic characters , 2009, AAMAS.