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Towards Integrating Plot and Character                           223

                              which a single agent is facilitating a task, such as instructing a student ([9]),
                              or giving a presentation ([6]), or in entertainment applications in which a user
                              develops a long-term relationship with the characters by "hanging-out" with
                              them ([1]). But for believable agents used as characters in a story world, strong
                              autonomy becomes problematic. Knowing which action to take at any given
                              time depends not just on the private internal state of the agent plus current
                              world state, but also on the current story state, including the entire past history
                              of interactions building on each other towards some end. The global nature
                              of story state is inconsistent with the notion of an autonomous character that
                              makes decisions based only on private goal and emotion state and local sensing
                              of the environment.
                                Only a small amount of work has been done on the integration of story
                              and character. This work has preserved the strong autonomy of the characters
                              by architecturally dividing the responsibility for state maintenance between
                              a drama manager, which is responsible for maintaining story state, and the
                              believable agents, which are responsible for maintaining character state and
                              making the moment-by-moment behavior decisions ([16]; [2]). These two
                              components communicate via a narrow-bandwidth, one-directional interface
                              flowing from drama manager to agent. The messages sent across this interface
                              consist of goals that characters should assume or perhaps specific actions they
                              should perform. The character is still responsible for most of the decision
                              making.
                                This architecture makes several assumptions regarding the nature of interac-
                              tive drama and believable agents: drama manager decisions are infrequent, the
                              internal structure of the believable agents can be reasonably decoupled from
                              their interaction with the drama manager, and multiple-character coordination
                              is handled within the agents. Let’s explore each of these assumptions.
                                Infrequent guidance of strongly autonomous believable agents means that
                              most of the time, behavior selection for the believable agents will occur locally,
                              without reference to any (global) story state. The drama manager will intervene
                              to move the story forward at specific points; the rest of the time the story will
                              be "drifting," that is, action will be occurring without explicit attention to story
                              movement. Weyhrauch ([16]) does state that his drama manager was designed
                              for managing the sequencing of plot points, that is, for guiding characters so
                              as to initiate the appropriate next scene necessary to make the next plot point
                              happen (whatever plot point has been decided by the drama manager). Within
                              a scene, some other architectural component, a "scene manager," would be
                              necessary to manage the playing out of the individual scene. And this is where
                              the assumption of infrequent, low-bandwidth guidance becomes violated. As
                              is described in the next section, the smallest unit of story structure within a
                              scene is the beat, a single action/reaction pair. The scene-level drama manager
                              will thus need to continuously guide the autonomous decision making of the
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