Planning characters' behaviour in interactive storytelling

Hdl Handle:
http://hdl.handle.net/10149/103486
Title:
Planning characters' behaviour in interactive storytelling
Authors:
Cavazza, M. O. (Marc); Charles, F. (Fred); Mead, S. J. (Steven)
Affiliation:
University of Teesside. School of Computing and Mathematics.
Citation:
Cavazza, M. O., Charles, F. and Mead, S. J. (2002) 'Planning characters' behaviour in interactive storytelling', The Journal of Visualization and Computer Animation, 13 (2), pp.121-131.
Publisher:
John Wiley & Sons, Ltd.
Journal:
The Journal of Visualization and Computer Animation
Issue Date:
May-2002
URI:
http://hdl.handle.net/10149/103486
DOI:
10.1002/vis.285
Additional Links:
http://doi.wiley.com/10.1002/vis.285
Abstract:
In this paper, the authors describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. They have developed a fully implemented prototype based on the Unreal Tournamentâ„¢ game engine, and carried experiments with a simple sitcom-like scenario. The authors 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. They 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, the authors present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.
Type:
Article
Language:
en
Keywords:
Al-based animation; autonomous characters; HTN planning; interactive storytelling; virtual humans
ISSN:
1049-8907; 1099-1778
Rights:
Author can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 08/06/2010]
Citation Count:
19 [Scopus, 08/06/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorCavazza, M. O. (Marc)en
dc.contributor.authorCharles, F. (Fred)en
dc.contributor.authorMead, S. J. (Steven)en
dc.date.accessioned2010-06-08T09:15:37Z-
dc.date.available2010-06-08T09:15:37Z-
dc.date.issued2002-05-
dc.identifier.citationThe Journal of Visualization and Computer Animation; 13(2):121-131en
dc.identifier.issn1049-8907-
dc.identifier.issn1099-1778-
dc.identifier.doi10.1002/vis.285-
dc.identifier.urihttp://hdl.handle.net/10149/103486-
dc.description.abstractIn this paper, the authors describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. They have developed a fully implemented prototype based on the Unreal Tournamentâ„¢ game engine, and carried experiments with a simple sitcom-like scenario. The authors 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. They 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, the authors present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.en
dc.language.isoenen
dc.publisherJohn Wiley & Sons, Ltd.en
dc.relation.urlhttp://doi.wiley.com/10.1002/vis.285en
dc.rightsAuthor can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 08/06/2010]en
dc.subjectAl-based animationen
dc.subjectautonomous charactersen
dc.subjectHTN planningen
dc.subjectinteractive storytellingen
dc.subjectvirtual humansen
dc.titlePlanning characters' behaviour in interactive storytellingen
dc.typeArticleen
dc.contributor.departmentUniversity of Teesside. School of Computing and Mathematics.en
dc.identifier.journalThe Journal of Visualization and Computer Animationen
ref.citationcount19 [Scopus, 08/06/2010]en
or.citation.harvardCavazza, M. O., Charles, F. and Mead, S. J. (2002) 'Planning characters' behaviour in interactive storytelling', The Journal of Visualization and Computer Animation, 13 (2), pp.121-131.-
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