Page 244 - Socially Intelligent Agents Creating Relationships with Computers and Robots
P. 244
Towards Integrating Plot and Character 227
to express emotion, personality moves, etc.) will still be contained within
individual characters, providing a library of character- specific actions available
to the higher-level behaviors handed down by the beats.
5. Conclusion
In this paper we described the project goals of a new interactive drama project
being undertaken by the authors. A major goal of this project is to integrate
character and story into a complete dramatic world. We then explored the
assumptions underlying architectures which propose that story worlds should
consist of strongly autonomous believable agents guided by a drama manager,
and found those assumptions problematic. Finally, we gave a brief sketch of
our interactive drama architecture, which operationalizes structures found in
the theory of dramatic writing, particularly the notion of organizing dramatic
value change around the scene and the beat.
References
[1] A. Stern and A. Frank and B. Resner. Virtual Petz: A hybrid approach to creating au-
tonomous, lifelike Dogz and Catz. In Proceedings of the Second International Conference
on Autonomous Agents, pages 334–335. AAAI Press, Menlo Park, California, 1998.
[2] B. Blumberg and T. Galyean. Multi-level Direction of Autonomous Creatures for Real-
Time Virtual Environments. In Proceedings of SIGGRAPH 95, 1995.
[3] B. Grosz and S. Kraus. Collaborative plans for complex group actions. Artificial Intelli-
gence, 86:269–358, 1996.
[4] B. Hayes-Roth and R. van Gent and D. Huber. Acting in character. In R. Trappl and P.
Petta, editor, Creating Personalities for Synthetic Actors. Springer-Verlag, Berlin, New
York, 1997.
[5] B. Blumberg. Old Tricks, New Dogs: Ethology and Interactive Creatures. PhD thesis,
MIT Media Lab, 1996.
[6] E. Andre and T. Rist and J. Mueller. Integrating Reactive and Scripted Behaviors in a
Life-Like Presentation Agent. In Proceedings of the Second International Conference on
Autonomous Agents (Agents ’98), pages 261–268, 1998.
[7] J. Bates. Virtual Reality, Art, and Entertainment. Presence: The Journal of Teleoperators
and Virtual Environments, 1:133–138, 1992.
[8] J. Bates and A.B. Loyall and W. S. Reilly. Integrating Reactivity, Goals, and Emotion
in a Broad Agent. In Proceedings of the Fourteenth Annual Conference of the Cognitive
Science Society, Bloomington, Indiana, July, 1992.
[9] J. Lester and B. Stone. Increasing Believability in Animated Pedagogical Agents. In
Proceedings of the First International Conference on Autonomous Agents, Marina del
Rey, California, pages 16–21, 1997.
[10] A. B. Loyall. Believable Agents. PhD thesis, Carnegie Mellon University, Pittsburgh,
Pennsylvania, 1997. CMU-CS-97-123.
[11] A. B. Loyall and J. Bates. Hap: A Reactive, Adaptive Architecture for Agents. Technical
Report CMU-CS-91-147, Carnegie Mellon University, Pittsburgh, Pennsylvania, 1991.