Abstract
A distinctive aspect of interactive stories is how they enable players to impact the story based on their choices, with repeated playthroughs potentially yielding different stories. While some work has been done to investigate repeat experiences of interactive stories, the focus has mainly been on simpler linear and branching narrative systems. Recent advances in large language model (LLM) systems such as ChatGPT have sparked renewed interest in how users engage with artificial intelligence systems, and how LLM systems could be used in works of entertainment such as games and interactive stories. In this paper, we detail the findings of a qualitative observational study of 10 participants playing and replaying the interactive text adventure game AI Dungeon which is based upon the natural-language-generating LLMs GPT-3 and GPT-J. The study provides insights into how the player’s mental model of the system shifts from assuming the system is a linear or branching narrative to one with seemingly limitless narrative possibilities. This study also uncovers three related sources of motivations for repeat engagement with an LLM-based interactive story, which are impacted by the player’s shifting mental model of the system: narrative closure, narrative incoherence, and expectations for variation between playthroughs. Finally, this study highlights how uncertainty in terms of both how the system works and what objectives the player has could impact the player’s choice of actions when engaging with an LLM-based interactive story such as AI Dungeon.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
STEM majors’ classification is based on [44].
References
Călinescu, M.: Rereading. Yale University Press (1993)
Galef, D.: Second Thoughts: a Focus on Rereading. Wayne State University Press (1998)
Brewer, W.: The nature of narrative suspense and the problem of rereading. In: Suspense: Conceptualizations, Theoretical Analyses, and Empirical Explorations. Routledge (1996)
Wang, B., Ang, B.H., Mitchell, A.: I need to play three times before I kind of understand: Exploring player motivations for replaying interactive stories. In: Proceedings of CHI Play 2021 (2021)
Mitchell, A., Kway, L., Lee, B.J.: Storygameness: understanding repeat experience and the desire for closure in storygames. In: Digital Games Research Association DiGRA 2020, Finland (2020)
Mitchell, A., McGee, K.: Reading again for the first time: A model of rereading in interactive stories. In: Proceedings of the International Conference on Interactive Digital Storytelling (2012).https://doi.org/10.1007/978-3-642-34851-8_20
Mitchell, A.: Reflective rereading and the simcity effect in interactive stories. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 27–39. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-27036-4_3
Wardrip-Furin, N., Mateas, M.: The future is in interactive storytelling, 4 May 2017. https://theconversation.com/the-future-is-in-interactive-storytelling-76772
Latitude, “AI Dungeon” [interactive fiction], Latitude (2019)
Mueller, F.: “The Infinite Story” [interactive fiction], Florian Mueller (2019)
Norman, D.A.: The Design of Everyday Things, Doubleday Currency (1988)
Nielsen, J.: Mental Models, 17 October 2010. https://www.nngroup.com/articles/mental-models/
Haig, K.M., Sutton, S., Whittington, J.: SBAR: a shared mental model for improving communication between clinicians. Joint Comm. J. Qual. Patient Saf. 32(3), 167–175 (2006)
Rapp, D.N.: Mental models: theoretical issues for visualizations in science education. Vis. Sci. Educ. 1, 43–60 (2005). https://doi.org/10.1007/1-4020-3613-2_4
Taylor, I., Barker, M., Jones, A.: Promoting mental model building in astronomy education. Int. J. Sci. Educ. 25(10), 1205–1225 (2003)
Graham, J., Zheng, L., Gonzalez, C.: A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers. Cyberpsychol. Behav. 9(3), 361–366 (2006)
Slade, D., Brooker, C.: Black Mirror: Bandersnatch [interactive film], Netflix (2018)
Weather Factory, “Cultist Simulator” [PC computer game], Humble Bundle (2018)
Gunning, D.: “Explainable Artificial Intelligence (XAI),” Defense Advanced Research Projects Agency
Villareale, J., Harteveld, C., Zhu, J.: I want to see how smart this AI really is: player mental model development of an adversarial AI player. In: Proceedings of the ACM on Human-Computer Interaction (2022)
Zhu, J., Risi, S.: “iNNk” [computer game], IT University of Copenhagen, Copenhagen
Kumari, S., Deterding, S., Freeman, J.: The role of uncertainty in moment-to-moment player motivation: a grounded theory. In: Annual Symposium on Computer-Human Interaction in Play, Barcelona (2019)
Vaassen, B.: AI, Opacity, and Personal autonomy. Philos. Technol. 35(88) 2022. https://doi.org/10.1007/s13347-022-00577-5
Bourton, S., Wigley, C., Williams, S.: Embrace the uncertainty of AI, 23 July 2018. https://www.mckinsey.com/capabilities/people-and-organizational-performance/our-insights/the-organization-blog/embrace-the-uncertainty-of-ai
Sicart, M.: Loops and metagames: understanding game design structures. In: 10th International Conference on the Foundations of Digital Games, California (2015)
Suomala, J., Kauttonen, J.: Human’s intuitive mental models as a source of realistic artificial intelligence and engineering. Front. Pyschology 13, 873289 (2022)
Lox Rain, “The Shadows That Run Alongside Our Car” [computer game], Lox Rain (2016)
Carroll, N.: Narrative closure. Int. J. Philos. Anal. Tradition 135(1), 1–15 (2007). https://doi.org/10.1007/s11098-007-9097-9
Murray, J.H.: Hamlet on the holodeck: The Future of Narrative in Cyberspace, The MIT Press (1998)
Marr, B.: What Is GPT-3 And Why Is It Revolutionizing Artificial Intelligence?, 5 October 2020. https://www.forbes.com/sites/bernardmarr/2020/10/05/what-is-gpt-3-and-why-is-it-revolutionizing-artificial-intelligence/?sh=280bf241481a
Sagar, R.: OpenAI Releases GPT-3, The Largest Model So Far, 3 June 2020. https://analyticsindiamag.com/open-ai-gpt-3-language-model/
Forefront, “GPT-J-6B: An Introduction to the Largest Open Source GPT Model | Forefront,” 15 October 2021. https://forefrontai.medium.com/gpt-j-6b-an-introduction-to-the-largest-open-source-gpt-model-forefront-6962eccdfee1
Bowers, V.A., Snyder, H.L.: Concurrent versus retrospective verbal protocol for comparing window usability. In: Proceedings of the Human Factors Society Annual Meeting (1990)
Kuusela, H., Paul, P.: A comparison of concurrent and retrospective verbal protocol analysis. Am. J. Psychol. 113(3), 387–404 (2000)
Knickmeyer, R.L., Mateas, M.: Preliminary evaluation of the interactive drama façade. In: CHI EA 05, Portland (2005)
Mitchell, A., Sim, Y.T., Kway, L.: Making it unfamiliar in the “Right” way: an empirical study of poetic gameplay. In: Digital Games Research Association, Melbourne (2017)
Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol. 3(2), 77–101 (2006)
Herman, D.: Narrative Ways of Worldmaking,” in Narratology in the Age of Cross-Disciplinary Narrative Research, pp. 71–87. Walter de Gruyter, Berlin (2009)
Garfield, R.: Metagames. In: Horsemen of the Apocalypse: Essays on Roleplying, Charleston, IL, Jolly Roger Games, pp. 14–21 (2000)
Boluk, S., LeMieux, P.: Metagaming: Playing, competing, spectating, cheating, trading, making, and breaking videogames. University of Minnesota Press, Minneapolis (2017)
Ryan, J.: Curating Simulated Storyworlds, Ph.D Thesis, UC Santa Cruz (2018)
Kreminski, M.: Narrative Instruments: AI-Based Playable Media for Storytelling, Ph.D Thesis, UC Santa Cruz (2022)
Koenitz, H.: Understanding Interactive Digital Narrative: Immersive expressions for a complex time. Routledge, New York (2023)
Jones, K.: What Are STEM Degrees?, 29 November 2019. https://www.gcu.edu/blog/engineering-technology/what-are-stem-degrees
Acknowledgements
This research was funded under the Singapore Ministry of Education Academic Research Fund Tier 1 grant FY2018-FRC2–003, “Understanding Repeat Engagement with Dynamically Changing Computational Media”.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Yong, Q.R., Mitchell, A. (2023). From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-Based Interactive Story. In: Holloway-Attaway, L., Murray, J.T. (eds) Interactive Storytelling. ICIDS 2023. Lecture Notes in Computer Science, vol 14383. Springer, Cham. https://doi.org/10.1007/978-3-031-47655-6_24
Download citation
DOI: https://doi.org/10.1007/978-3-031-47655-6_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-47654-9
Online ISBN: 978-3-031-47655-6
eBook Packages: Computer ScienceComputer Science (R0)