Cited by 22Artificial Intelligence in GamesDigital Games and MediaEducational Games and Gamification

Multiagent Narrative Experience Management as Story Graph Pruning

Open access
Ware, Stephen, Garcia, Edward T., Fisher, Mira, Shirvani, Alireza, Farrell, Rachelyn·2023·IEEE Transactions on Games

Abstract

In interactive narratives, experience management is used to control the world and the nonplayer characters (NPCs) a player interacts with, encouraging particular types of stories or discouraging others. The space of all stories in a narrative can be understood as a story graph, with story states as nodes and actions in the story as directed edges. In this article, we present experience management as a graph pruning problem. Starting with the full story graph, edges representing NPC actions may be pruned until there is at most one action per NPC per state. With the full graph available, the choice of what to prune may consider all possible futures, and we can ensure that undesirable stories are not reachable. By never pruning player actions, we ensure the player may make any choice and still be accommodated in the story. When this method was used to manage the story of an adventure game, players found our technique generally produced higher agency and more-believable NPC behaviors than a control. Finally, we discuss scaling the results of this method for practical use.

Integrity signals

Registry

Crossref · 10.1109/tg.2022.3177125

Cites

32 of 32 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

2 of 9 cited sources checked · 1 supported · 0 flagged · accuracy not yet measured

  • Premisecitation

    Intentionality-agents adopting and pursuing goals-is an important property of believable character behavior.

    “Several studies have established that intentionality, the tendency of agents to adopt and work toward goals, is an important property of believable character behavior (Riedl and Young 2010;Ware et al. 2014).”
    Quote in the paperSubstantial claim1 of 2 sources checked
    • cites Riedl and Young 2010 source
    • cites Ware et al. 2014

      Couldn’t be matched to a paper in Crossref, so it can’t be checked.

  • Findingreasoning

    The resulting mostly random story graph has at least one way to achieve both endings.

    “The result is a mostly random story graph in which there is at least one way to achieve both endings.”
    Quote in the paperSubstantial claim
  • Findingown data

    After intentionality pruning, the story graph contained 388,318,086 nodes and 1,028,110,791 edges.

    “After this pruning 1 , the story graph contains 388,318,086 nodes and 1,028,110,791 edges.”
    Quote in the paperNot a substantial claim
  • Findingown data

    In an adventure game, the pruning technique yielded more believable NPC behavior than a control condition.

    “When used to control the story of an adventure game, players found our technique generally produced higher agency and more believable NPC behavior than a control.”
    Quote in the paperSubstantial claim
  • Findingown data

    In an adventure game, the pruning technique yielded greater player agency than a control condition.

    “When used to control the story of an adventure game, players found our technique generally produced higher agency and more believable NPC behavior than a control.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. 14
  • May combine two claims. 24
  • Classified as probably not a substantial claim. May combine two claims.

    Premisecitation

    Intervention undermines the player's model of the environment's rules and reduces agency.

    “Intervention subverts the player's mental model of the environment's rules and decreases agency, the player's feeling that they can take meaningful action to affect the story (Wardrip-Fruin et al. 2009).”
    Quote in the paperSubstantial claim1 of 1 sources checked
    • cites Wardrip-Fruin et al. 2009 source

      The Discussion says that incorrectly signaled expectations of a game's computational model can be detrimental to agency, and Agency and Interfaces describes increased realism making players less able to act in terms the software supports. The paper does not establish that intervention generally subverts a player's understanding of the rules or decreases agency; its Agency and Improvisation section describes designed interruptions that keep play moving. (LLM, conf=0.83)

      Experimental — accuracy not yet measured
  • May combine two claims.

    Findingown data

    After cycle pruning, the story graph contains 23,159,543 nodes (a 23% reduction) and 56,783,502 edges (a 25% reduction).

    “After cycle pruning, the graph has 23,159,543 nodes (down 23%) and 56,783,502 edges (down 25%).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The random story graph has 21,115,022 nodes and 60,492,852 edges, which is roughly comparable in size to the pruned graph.

    “It has 21,115,022 nodes and 60,492,852 edges, roughly comparable in size to our pruned graph.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    After dead end pruning, the story graph contains 20,365,187 nodes (a 5% reduction) and 49,669,351 edges (a 2% reduction).

    “After dead end pruning, the graph has 20,365,187 nodes (down 5%) and 49,669,351 edges (down 2%).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    The pruning techniques produce a high-agency experience with believable NPC behavior, as supported by playtest results.

    “We also claim these pruning techniques result in a high agency experience with believable NPC behavior, and we present the results from a playtest of our game in support.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    The final graph has no dead ends, which proves that the story is always finishable because every non-terminal state can reach a terminal state.

    “That the story is always finishable is proved by the absence of dead ends in the final graph (i.e. from every non-terminal state these exists a path to a terminal state).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    After shorter plan pruning, the graph contained 93,608,267 nodes and 248,440,557 edges, each reduced by 76%.

    “After this pruning, the graph has 93,608,267 nodes (down 76%) and 248,440,557 edges (down 76%).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    Both groups of 10 participants tended to agree with all four statements, even those who played the random story graph, though the sample was too small for a between-subjects analysis.

    “Two groups of 10 participants was not a large enough sample for a between subjects analysis, but both groups tended to agree with all four statements, even those who played the random story graph.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    After goal priority pruning, the story graph contains 30,149,245 nodes (a 42% reduction) and 76,006,520 edges (a 45% reduction).

    “After goal priority pruning, the graph has 30,149,245 nodes (down 42%) and 76,006,520 edges (down 45%).”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingreasoning

    The goal priority prune does not prevent all cycles, so cycles of 3 or more edges are detected and broken.

    “The above prune does not prevent all cycles, so we detect cycles of 3 or more edges and break them.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Findingown data

    The pruning criteria described in the paper worked well in this domain.

    “We found the criteria described below to work well in this domain, and we attempt to justify them by explaining our motivations and presenting illustrative anecdotes, but we do not claim they are best for all domains.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Findingown data

    After unique ending pruning, the story graph contains 52,262,059 nodes (a 10% reduction) and 138,072,434 edges (a 7% reduction).

    “After unique ending pruning, the graph has 52,262,059 nodes (down 10%) and 138,072,434 edges (down 7%).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    After arbitrary pruning, the story graph contains 20,365,197 nodes (a 12% reduction) and 49,669,363 edges (a 13% reduction).

    “After this final pruning, the graph has 20,365,197 nodes (down 12%) and 49,669,363 edges (down 13%).”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Findingown data

    After lazy NPC pruning, the graph contained 58,191,971 nodes and 148,928,950 edges, reduced by 38% and 40% respectively.

    “After this pruning, the graph has 58,191,971 nodes (down 38%) and 148,928,950 edges (down 40%).”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductcitation

    The p-values in Table 1 were adjusted using Benjamini and Hochberg's (1995) correction for multiple hypothesis testing.

    “The p-values in Table 1 are given after applying Benjamini and Hochberg's (1995) correction for multiple hypothesis testing.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Benjamini and Hochberg's (1995) source
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationown data

    Pruning a complete story graph will be intractable for most domains, but this work was instructive because it allowed consideration of the long-term consequences of every experience manager decision.

    “Pruning a complete story graph will be intractable for most domains, but this work was instructive because it allowed us to consider the long-term consequences of every experience manager decision.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The described situations, such as abandoned plans and cycles, are symptoms of assuming the story graph is Markovian.

    “Situations like this are a symptom of assuming the story graph is Markovian.”
    • Also stated in: § Goal Priority Pruning · plain
      “Cycles like this are also a symptom of the Markov assumption.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).

    Interpretationreasoning

    The insights from this work can probably be applied as heuristics to larger graphs that must be generated on demand.

    “We believe these insights can be applied, probably as heuristics, to larger graphs which must be generated on demand.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Study design and conductnone given

    Participants were randomly assigned to two groups, one playing the random version first and the other playing the intelligent version first.

    “Participants were randomly divided into two groups, with one playing the random version first and the other playing the intelligent version first.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Study design and conductreasoning

    It is important to prune longer plans before applying unique ending pruning.

    “It is important to prune longer plans before unique ending pruning.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    The method ensures believable NPC actions, a reachable ending, and that the experience manager never has to block a player action.

    “We ensure NPCs act believably and that the story can always reach an ending while also ensuring the experience manager never needs to prevent the player from taking an action.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.

    Interpretationreasoning

    It is possible and perhaps even desirable for the player to limit endings through their actions.

    “it is possible and perhaps even desirable for the player to limit endings with their actions.”
    Quote in the paperNot a substantial claim
  • May combine two claims.

    Study design and conductreasoning

    Only NPC edges are ever removed, never player edges, which avoids the need to intervene by ensuring the narrative never reaches a state where intervention might be necessary.

    “Note that we only ever remove NPC edges, never player edges; in other words, we avoid the need to intervene by ensuring the narrative never reaches a state where intervention might be necessary.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Study design and conductreasoning

    The unique ending pruning is a tie-breaking prune, so it will never remove the last edge for an NPC.

    “This is a tie-breaking prune, meaning it will never prune the last edge for an NPC.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning

    Having the complete story graph available when making pruning decisions lets the experience manager anticipate both immediate and long-term effects of those decisions on the set of possible stories.

    “Considering the entire graph allows us to foresee the long-term consequences of every pruning decision on the space of possible stories.”
    • Also stated in: § Introduction · plain
      “By having the entire graph in memory when making a pruning decision, we can fully anticipate all the short-and long-term consequences of a decision on the space of possible stories.”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim.

    Premisecitation

    The Markov assumption limits story graph systems because different histories reaching the same state can imply different future actions.

    “The Markov assumption is a limitation for story graph systems, because different actions leading to the same state can suggest very different future actions (Farrell and Ware 2016).”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Farrell and Ware 2016 source
  • May combine two claims.

    Interpretationreasoning

    The tutorial ensures that participants have explored the world before playing, which allows them to focus on the narrative.

    “The tutorial ensures that participants have explored the world before playing the game, allowing them to focus on the narrative.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationreasoning

    Because the method never removes player action edges, the experience manager can always permit whatever action the player chooses.

    “By never pruning player actions, we ensure the experience manager can accommodate any choice.”
    • Also stated in: § Mediation-Based Systems · plain
      “By considering the entire story graph, we ensure that we never prune player action edges-i.e.we always accommodate and never intervene.”
    • Also stated in: § Experience Management · plain
      “It is our goal never to prune an edge that requires only the consent of the player, meaning the experience manager will always be able to accommodate any player action.”
    Quote in the paperSubstantial claim
  • May combine two claims.

    Interpretationcitation

    The human tendency to narrativize events may be so strong that most people cannot see actions as random, only as easier or harder to explain, which makes a randomly generated story graph a stronger baseline than it might seem.

    “Perhaps the human tendency to narrativize events (Bruner 1991) is so strong that most people cannot see actions as random, only as easier or harder to explain, and thus a randomly generated story graph is a stronger baseline than it might seem.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Bruner 1991 source
  • Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).

    Interpretationnone given

    When a player limits what endings are available, it can be a notable moment of agency.

    “When a player limits what endings are available, it can be a notable moment of agency.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    Unique ending pruning targets NPC actions because the experience manager tries to avoid limiting the player.

    “Unique ending pruning targets NPC actions, because the experience manager tries to avoid limiting the player”
    Quote in the paperSubstantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning

    The presence of reachable dead ends, which existed in the original graph and remain after pruning, shows that proactive mediation considering long-term consequences is needed.

    “The existence of reachable dead ends (which were present in the original graph and persist after all the above pruning) demonstrates the need for proactive mediation which considers long-term consequences.”
    Quote in the paperSubstantial claim
  • Probably not a substantial claim: may not pass S4 (based).

    Interpretationnone given

    Story graph pruning will be impractical in larger domains.

    “While story graph pruning will be intractable in larger domains, this is an opportunity to discover insights for making decisions when story graphs are too large to generate fully.”
    Quote in the paperNot a substantial claim
33 of 33
  • The paper relies on this without support.

    It is difficult to anticipate what the player will do.

    “it is difficult to anticipate the player's behavior.”
  • The authors state this as an assumption.

    The story graph is Markovian: the experience manager decides using only the current state and ignores the history of how the player reached it.

    “Like many previous systems, we assume our story graph is Markovian-the experience manager makes decisions based only on the current state and does not track the history of how the player arrived at that state.”
  • The authors state this as an assumption.

    No NPC adopts a plan longer than three actions.

    “assuming no NPC adopts a plan longer than 3 actions.”
  • The paper relies on this without support.

    The full story graph for this domain is too large to generate.

    “In practice, the full story graph for this domain is still too large to generate”
  • The authors state this as an assumption.

    The story graph is Markovian.

    “We feel that the most limiting assumption of this initial work is that the story graph is Markovian.”
5 of 5

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

  • Mixed edges conflict with the claim that player edges are never pruned

    Minor

    The paper defines a player edge as any edge for which the player consents, including mixed edges. Allowing mixed edges to be pruned therefore contradicts the unqualified claim that player edges are never pruned.

  • The listed beliefs total ten, not nine

    Minor

    The list specifies one belief for the player, two for the merchant, three for the guard, and four for the bandit. That totals ten propositions, whereas the stated count is nine.

2 of 2

Cites

Flagged first, then by citations

2 of the 34 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. arinbjarnar, 0, A critical review of interactive drama systems, Proc AI Games Symp Adaptive Emergent Behav Complex Syst Conv, 35
  2. mateas, 0, Structuring content in the Façade interactive drama architecture, Proc 1st AAAI Int Conf Artif Intell Interactive Digit Entertainment, 93

Cited by

Sorted by citations

Authors
Ware, S., Garcia, E. T., Fisher, M., Shirvani, A., & Farrell, R.
Affiliations
  • University of Kentucky (US)
  • LSU New Orleans (US)
Venue
IEEE Transactions on Games
Published
2023-09
Volume
15
Issue
3
Pages
378-387
ISSN
  • 2475-1502 (ISSN-L)
  • 2475-1510
OpenAlex
W2982451789
Cited by
22
References
34
Citations by year
2026: 1 · 2025: 1 · 2024: 5 · 2023: 2 · 2022: 5 · 2021: 2 · 2020: 4 · 2019: 2
FWCI
1.63
Type
journal article
Language
en
Open access
Locations
  • IEEE Transactions on Games (publishedVersion)
  • AAAI Publications (The Association for the Advancement of Artificial Intelligence (AAAI)) (submittedVersion)
Funders
NSF (IIS-1464127, IIS-1647427, IIS-1454127, IIS-1911053)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
experience management, interactive storytelling, non-player characters, multi-agent systems, narrative control, player agency, adventure games, graph pruning

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