Al-based world behaviour for emergent narratives

Hdl Handle:
http://hdl.handle.net/10149/58313
Title:
Al-based world behaviour for emergent narratives
Authors:
Lugrin, J-L. (Jean-Luc); Cavazza, M. O. (Marc)
Affiliation:
University of Teesside. School of Computing.
Citation:
Lugrin, J-L. and Cavazza, M. O. (2006) ‘Al-based world behaviour for emergent narratives’, Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2006, Hollywood, California, June 14 - 16, 2006. New York: ACM, no. 25.
Publisher:
ACM
Conference:
Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2006, Hollywood, California, June 14 - 16.
Issue Date:
16-Jun-2006
URI:
http://hdl.handle.net/10149/58313
DOI:
doi.acm.org/10.1145/1178823.1178853
Abstract:
Research in Interactive Narrative has developed new approaches to the behaviour of virtual actors, but has dedicated little attention to the physical behaviour of the environment in which the action takes place. In this paper, we describe a method supporting the AI-based simulation of object behaviour, so that interactive narrative can feature the physical environment inhabited by the player character as an "actor". The prototype we describe has been developed on top of the Unreal Tournament game engine and relies on a "causal engine", which essentially bypasses the native Physics engine to generate alternative consequences to player interventions. It operates using a small depth-bound planning system which determines the most appropriate object behaviours following player interaction. The prototype is illustrated through a test application called "Death Kitchen", freely inspired from various thriller and horror films, in which the kitchen is plotting against the player character to generate domestic accidents.
Type:
Meetings and Proceedings
Keywords:
artificial intelligence; causal perception; interactive narrative; virtual reality; entertainment; computer games
Series/Report no.:
ACM international conference proceeding series; 266
ISBN:
1-59593-380-8
Rights:
ACM allows an author's version of their own ACM-copyrighted work on their personal server or on servers belonging to their employers. For full details see http://www.acm.org/publications/policies/RightsResponsibilities [Accessed 13/11/2009]

Full metadata record

DC FieldValue Language
dc.contributor.authorLugrin, J-L. (Jean-Luc)-
dc.contributor.authorCavazza, M. O. (Marc)-
dc.date.accessioned2009-04-01T10:48:45Z-
dc.date.available2009-04-01T10:48:45Z-
dc.date.issued2006-06-16-
dc.identifier.isbn1-59593-380-8-
dc.identifier.doidoi.acm.org/10.1145/1178823.1178853-
dc.identifier.urihttp://hdl.handle.net/10149/58313-
dc.description.abstractResearch in Interactive Narrative has developed new approaches to the behaviour of virtual actors, but has dedicated little attention to the physical behaviour of the environment in which the action takes place. In this paper, we describe a method supporting the AI-based simulation of object behaviour, so that interactive narrative can feature the physical environment inhabited by the player character as an "actor". The prototype we describe has been developed on top of the Unreal Tournament game engine and relies on a "causal engine", which essentially bypasses the native Physics engine to generate alternative consequences to player interventions. It operates using a small depth-bound planning system which determines the most appropriate object behaviours following player interaction. The prototype is illustrated through a test application called "Death Kitchen", freely inspired from various thriller and horror films, in which the kitchen is plotting against the player character to generate domestic accidents.-
dc.publisherACM-
dc.relation.ispartofseriesACM international conference proceeding series-
dc.relation.ispartofseries266-
dc.rightsACM allows an author's version of their own ACM-copyrighted work on their personal server or on servers belonging to their employers. For full details see http://www.acm.org/publications/policies/RightsResponsibilities [Accessed 13/11/2009]-
dc.subjectartificial intelligence-
dc.subjectcausal perception-
dc.subjectinteractive narrative-
dc.subjectvirtual reality-
dc.subjectentertainment-
dc.subjectcomputer games-
dc.titleAl-based world behaviour for emergent narratives-
dc.typeMeetings and Proceedings-
dc.contributor.departmentUniversity of Teesside. School of Computing.-
dc.identifier.conferenceProceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2006, Hollywood, California, June 14 - 16.-
ref.assessmentRAE 2008-
or.citation.harvardLugrin, J-L. and Cavazza, M. O. (2006) ‘Al-based world behaviour for emergent narratives’, Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2006, Hollywood, California, June 14 - 16, 2006. New York: ACM, no. 25.-
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