Exploring Dynamic Interactive Narrative Jason Merrin Advisors: Norman Badler and Aline Normoyle Department of Computer and Information Science- University.

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Presentation transcript:

Exploring Dynamic Interactive Narrative Jason Merrin Advisors: Norman Badler and Aline Normoyle Department of Computer and Information Science- University of Pennsylvania

Goals and Motivation To devise a method of generating narrative dynamically as an alternative to the costly and time consuming “story-tree” method of creating user influenced stories in games.

Model Emotions Character Emotions Character Emotions Character Emotions Character Interaction Action Interaction Action Plot Characters have emotions, emotions drive actions, actions impact emotions and drive the story forwards.

Characters Have a range of emotions Have a gender Wander in physical space until they find another character to interact with. Emotions Vary from character to character. Value range from 1 to 100. Strong emotions beget stronger emotional fluctuations. If the character is already very angry, they get angrier faster, or they might get over it faster. Emotional value changes are based on percentage of current emotional value. Actions Have an “Action Importance Value” (AIV) from 1 to 5 to determine importance to the story. Have a set of emotional values that are ideal for said action, and a way in which those emotions are affected by the action in both the enactor and receiver. Action chosen depends on closest match of emotions to conditions necessary for performing a specific action, with a slight added element of chance. Design Outline

Configuration Files World File (.txt)Action File (.txt)

Story Structure Inciting Incident Plot Point 1 Plot Point 2

Early Implementation

Gaming Application

Improving the “murder mystery” game with better graphics, more choices of actions, and more potential story twists. Creating another game in a new genre with radically different start and win states using the same “story engine” to demonstrate that the concept can work across different types of games. Essentially: prove that this is a perfectly sound and engaging way to create variable storylines for an “always different” gaming experience. What Happens Next?

Questions? Any questions? Yes. No!