Interactive Storytelling Architecture for Training Brian Magerko Bob Wray Additional project contributors: Lisa Holt, Brian Stensrud.

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Presentation transcript:

Interactive Storytelling Architecture for Training Brian Magerko Bob Wray Additional project contributors: Lisa Holt, Brian Stensrud

Motivation Training systems often use “pre-canned” exercises  Limited interest of student (poor motivation)  Limited training value (slow learning curve) Hypothesis:  Improve both interest (engagement) and training effectiveness by inserting an intelligent controller (director) into virtual training systems Intelligent tutoring in unstructured domains

ISAT Based on work done with Interactive Drama Architecture (IDA)  Director as scenario manager  Author as trainer Provides individualized training experience  Trainee aptitude in skills  Drama Explores application of interactive storytelling techniques to training

Environment

Architecture

Scenario representation Scenario  Partially-ordered abstract scenes  Mapping between possible actions and skills Scene  Explicit list of skills tested  Abstract events

Director Actions Reactive & Predictive direction  Similar to IDA  React to trainee actions (provide feedback)  Anticipate trainee actions and structure events to ensure desired outcomes Skill-based direction  Take actions that allow trainee to demonstrate skills Heuristic scene choice & instantiation  Decisions motivated by skills & narrative arc

Skill-based direction Provide indirect environment feedback to trainee during task performance  Constraints Maintain engagement: No “instructor popups” Provide guidance (scaffolding) but don’t make it a crutch (fading) Need multiple levels of intercession for the same trainee actions  Direction based on f n of recency, strength, decay, & ?? of skill Example  Trainee fails to check civilian casualty for booby traps  Possible director actions: Blow up trainee, roll out dud grenade, CO yells, NOP

Skills in 91W TC3 SkillsDescription Care Under FireIn a hot zone situation, return fire and help secure the area before attempting treatment or extraction. Find Temporary Fighting positions Minimize exposure to fire by staying low to ground and using objects in the environment. Prioritize casualtiesDecide the order in which patients should receive care. Secure casualtyMake sure the casualty poses/can pose no threat. Check vitalsCheck casualty’s breathing, heart beat, and skin color. Apply tourniquetDecide when a casualty/situation requires a tourniquet and apply the tourniquet. Manage airwayOpen airway if the patient’s breathing is labored. Manage chest woundTake correct steps to treat a casualty with a chest wound. MonitorMonitor casualty until evacuation ExtractionProperly extract a casualty from a hot zone.

Heuristic Scene Choice

Scene instantiation Skill model for content selection & refinement  Instantiate scene to test specific skills  Transition f n from skills & content to complete scene E.g. in “the ambush scene:”  Trainee is untested in tourniquet skills  spawn an enemy on top of building with RPG

Next steps Full implementation in 91W TC3 Research in robust predictive models Diagrammatic authoring & debugging tool Evaluation of approach & tools Implementation in other environments

Nuggets and Coal Nuggets  Extended IDA to training domain  New approach to teaching in unstructured, real-time domain  Working prototype in 91W TC3 trainer  Lots of interest (potential funders/customers!) Coal  Skill model is immature  Scene representation & instantiation is immature  Lack of other environments to show generalizability

Questions?