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226                                            Socially Intelligent Agents

                             Trip’s line of dialog (attempting to change the topic), and the player’s response
                             is a beat. Now if the player responds by accepting Trip’s offer for a drink,
                             the attempt to change the topic was successful, Trip may now feel a closer
                             bond to the player, Grace may feel frustrated and angry with both Trip and
                             the player, and the degree to which relationship problems have been revealed
                             does not increase. On the other hand, if the player directly responds to Grace’s
                             line, either ignoring Trip, or perhaps chastising Trip for trivializing what Grace
                             said, then the attempt to change the topic was unsuccessful, Trip’s affiliation
                             with the player may decrease and Grace’s increase, and the degree to which
                             relationship problems have been revealed increases. Before the player reacts
                             to Grace and Trip, the drama manager does not know which beat will actually
                             occur. While this polymorphic beat is executing, it is labelled "open." Once the
                             player "closes" the beat by responding, the drama manager can now update the
                             story history (a specific beat has now occurred) and the rest of the story state
                             (dramatic values, etc.).

                             4.4     Joint Plans
                               Associated with each beat is a joint plan that guides the character behavior
                             during that beat. Instead of directly initiating an existing goal or behavior within
                             the character, the drama manager hands the characters new plans (behaviors)
                             to be carried out during this beat. These joint plans describe the coordinated
                             activity required of all the characters in order to carry out the beat. Multi-agent
                             coordination frameworks such as joint intentions theory ([15]) or shared plans
                             ([3] provide a systematic analysis of all the synchronization issues that arise
                             when agents jointly carry out plans. Tambe ([17]) has built an agent architecture
                             providing direct support for joint plans. His architecture uses the more formal
                             analyses of joint intentions and shared plans theory to provide the communi-
                             cation requirements for maintaining coordination. We propose modifying the
                             reactive planning language Hap ([11]; [10]), a language specifically designed
                             for the authoring of believable agents, to include this coordination framework.
                               Beats will hand the characters joint plans to carry out which have been
                             designed to accomplish the beat. This means that most (perhaps all) of the high
                             level goals and plans that drive a character will no longer be located within
                             the character at all, but rather will be parcelled out among the beats. Given
                             that the purpose of character activity within a story world is to create dramatic
                             action, this is an appropriate way of distributing the characters’ behavior. The
                             character behavior is now organized around the dramatic functions that the
                             behavior serves, rather than organized around a conception of the character
                             as independent of the dramatic action. Since the joint plans associated with
                             beats are still reactive plans, there is no loss of character reactivity to a rapidly
                             changing environment. Low-level goals and behaviors (e.g. locomotion, ways
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