Skip to main content

Coordinating Dialogue Systems and Stories through Behavior Composition

  • Conference paper
Computer Games (CGW 2014)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 504))

Included in the following conference series:

  • 682 Accesses

Abstract

We exploit behavior composition in AI as a formal tool to facilitate interactive storytelling in video games. This is motivated by (i) the familiarity of transition systems, on which behavior composition is based, in video game development, and (ii) the fact that behavior composition extends the spectrum of approaches for non-linear storylines by introducing a new paradigm based on planning for a target desired process instead of a goal state. Moreover, this approach provides support for the debugging of deadlocks in stories at design level. We describe the behavior composition framework, and show the details for an interactive dialogue system scenario in order to illustrate how interactive storytelling can be phrased in terms of it. We also report on a simple architecture for implementing a demo game over the scenario using existing behavior composition tools.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Barber, H., Kudenko, D.: Generation of adaptive Dilemma-Based interactive narratives. IEEE Transactions on Computational Intelligence and AI in Games 1(4), 309–326 (2009)

    Article  Google Scholar 

  2. Cavazza, M., Charles, F., Mead, S.J.: Character-Based interactive storytelling. IEEE Intelligent Systems 17(4), 17–24 (2002)

    Article  Google Scholar 

  3. Cianciulli, S., Vassos, S.: Planning for interactive storytelling processes. In: Proceedings of the 3rd International Planning in Games Workshop (2013)

    Google Scholar 

  4. De Giacomo, G., Lespérance, Y., Levesque, H.J., Sardina, S.: IndiGolog: A High-Level programming language for embedded reasoning agents. In: Multi-Agent Programming: Languages, Tools and Applications, pp. 31–72. Springer (2009)

    Google Scholar 

  5. De Giacomo, G., Patrizi, F., Sardiña, S.: Automatic Behavior Composition Synthesis. Artif. Intell. 196, 106–142 (2013)

    Article  MATH  Google Scholar 

  6. Littman, M.L.: Probabilistic Propositional Planning: Representations and Complexity. In: Proc. of AAAI 1997 and IAAI 1997, pp. 748–754 (1997)

    Google Scholar 

  7. Mateas, M., Stern, A.: Towards integrating plot and character for interactive drama. Working Notes of the Social Intelligent Agents: The Human in the Loop Symposium. AAAI Fall Symposium Series, Menlo Park, pp. 113–118 (2000)

    Google Scholar 

  8. Mateas, M., Stern, A.: A behavior language: Joint action and behavioral idioms. In: Life-like Characters: Tools, Affective Functions and Applications (2004)

    Google Scholar 

  9. Paul, R., Charles, D., McNeill, M., McSherry, D.: MIST: An interactive storytelling system with variable character behavior. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 4–15. Springer, Heidelberg (2010)

    Chapter  Google Scholar 

  10. Porteous, J., Cavazza, M.: Controlling narrative generation with planning trajectories: The role of constraints. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 234–245. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

  11. Riedl, M.O., Bulitko, V.: Interactive narrative: An intelligent systems approach. AI Magazine 34(1), 67–77 (2013)

    Google Scholar 

  12. Riedl, M.O., Stern, A.: Believable agents and intelligent story adaptation for interactive storytelling. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 1–12. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  13. Young, R.M.: An overview of the mimesis architecture: Integrating intelligent narrative control into an existing gaming environment. Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment (2001)

    Google Scholar 

  14. Young, R.M., Thomas, J., Bevan, C., Cassel, B.A.: Zócalo: A service-oriented architecture facilitating sharing of computational resources in interactive narrative research. Working Notes of the Workshop on Sharing Interactive Digital Storytelling Technologies at the Fourth International Conference on Interactive Digital Storytelling (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this paper

Cite this paper

Cianciulli, S., Riccardelli, D., Vassos, S. (2014). Coordinating Dialogue Systems and Stories through Behavior Composition. In: Cazenave, T., Winands, M.H.M., Björnsson, Y. (eds) Computer Games. CGW 2014. Communications in Computer and Information Science, vol 504. Springer, Cham. https://doi.org/10.1007/978-3-319-14923-3_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-14923-3_11

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-14922-6

  • Online ISBN: 978-3-319-14923-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics