Proactive Mediation in Plan-Based Narrative Environments
Abstract
In interactive plan-based narrative environments, users' actions must be monitored to ensure that conditions necessary for the execution of narrative plans are not compromised. In the Zocalo system, management of user actions has been performed on a reactionary basis by a process called mediation. In this paper, we describe an extension to this approach,proactive mediation, which calculates responses to user input in an anticipatory manner. A proactive mediation module accepts as input a plan describing the actions being performed by the user (generated by a plan recognition system) and identifies portions of that plan that jeopardize the causal structure of the overall narrative. Once these portions are identified, proactive mediation generates modifications to the narrative plan structure that avoid the unwanted interaction between user and story. This extension to the original mediation algorithm provides more responses to a user's actions and generates responses that are tailored to the user's activity.
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An experience manager that anticipates the player can avoid intervention by guaranteeing that every player action remains possible.
“By anticipating the player, the system can avoid intervention by ensuring that every player action can always be accommodated.”
From Multiagent Narrative Experience Management as Story Graph Pruning (2023) · cites this paper as Harris and Young 2009
Cites
It knows what you're going to do: adding anticipation to a Quakebot
Laird, J. E. (2001) · Proceedings of the fifth international conference on Autonomous agents · doi:10.1145/375735.376343 · Cited by 246 · see citing works
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Multiagent Narrative Experience Management as Story Graph Pruning
Ware, S., Garcia, E. T., Fisher, M., Shirvani, A., & Farrell, R. (2023) · IEEE Transactions on Games · doi:10.1109/tg.2022.3177125 · Cited by 22 · see citing works
Cardona-Rivera, R. E. (2011) · Proceedings of the 6th International Conference on Foundations of Digital Games · doi:10.1145/2159365.2159402 · Cited by 2 · see citing works
- Authors
- Harris, J., & Young, R. M.
- Affiliations
- Red Hat (United States) (US)
- North Carolina State University (US)
- Venue
- IEEE Transactions on Computational Intelligence and AI in Games
- Published
- 2009-09
- Volume
- 1
- Issue
- 3
- Pages
- 233-244
- ISSN
- 1943-068X (ISSN-L)
- 1943-0698
- OpenAlex
- W3023529013
- Cited by
- 29
- References
- 1
- Citations by year
- 2022: 1 · 2021: 1 · 2019: 1 · 2018: 1 · 2017: 4 · 2016: 4 · 2015: 1 · 2014: 2 · 2013: 3 · 2012: 1
- FWCI
- 3.25
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- IEEE Transactions on Computational Intelligence and AI in Games (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Keywords
- interactive storytelling, Zócalo, plan recognition
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