Skip to main content

Game AI as Storytelling

  • Chapter
  • First Online:
Book cover Artificial Intelligence for Computer Games

Abstract

Much research on artificial intelligence in games has been devoted to creating opponents that play competently against human players. We argue that the traditional goal of AI in games-to win the game-is but one of several interesting goals to pursue. We promote the alternative goal of making the human player’s play experience “better,” i.e., AI systems in games should reason about how to deliver the best possible experience within the context of the game. The key insight we offer is that approaching AI reasoning for games as “storytelling reasoning” makes this goal much more attainable. We present a framework for creating interactive narratives for entertainment purposes based on a type of agent called an experience manager. An experience manager is an intelligent computer agent that manipulates a virtual world to dynamically adapt the narrative content the player experiences, based on his or her actions and inferences about his or her preferred style of play. Following a theoretical perspective on game AI as a form of storytelling, we discuss the implications of such a perspective in the context of several AI technological approaches.

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 129.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover 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. Appling, D.S., Riedl, M.O.: The role of plot understanding in plot generation. In: S. Louchart, D. Roberts, M. Mehta (eds.) Intelligent Narrative Technologies II: Papers from the 2009 Spring Symposium (Technical Report SS-09-06). AAAI Press, Palo Alto, CA (2009)

    Google Scholar 

  2. Bae, B.C., Young, R.M.: A use of flashback and foreshadowing for surprise arousal in narrative using a plan-based approach. In: Proceedings of the 1st International Conference on Interactive Digital Storytelling (2008)

    Google Scholar 

  3. Bal, M.: Narratology: An Introduction to the Theory of Narrative. University of Toronto Press (1998)

    Google Scholar 

  4. Barber, H., Kudenko, D.: Dynamic generation of dilemma-based interactive narratives. In: Proceedings of the 3rd Artificial Intelligence and Interactive Digital Entertainment conference (2007)

    Google Scholar 

  5. Bates, J.: Virtual reality, art, and entertainment. Presence: The Journal of Tele-operators and Virtual Environments 1(1) (1992)

    Google Scholar 

  6. Bates, J.: The role of emotion in believable agents. Communications of the ACM 37(7), 122–125 (1994)

    Article  Google Scholar 

  7. Blair, D., Meyer, T.: Tools for an interactive virtual cinema. In: R. Trappl, P. Petta (eds.) Creating Personalities for Synthetic Actors: Towards Autonomous Personality Agents. Springer (1997)

    Google Scholar 

  8. van den Broek, P.: The effects of causal relations and hierarchical position on the importance of story statements. Journal of Memory and Language 27, 1–22 (1988)

    Article  Google Scholar 

  9. Bruckman, A.: The combinatorics of storytelling: Mystery train interactive. Available: http://www.cc.gatech.edu/~asb/papers/combinatorics-bruckman-90.pdf (retrieved 1 Nov. 2007) (1990)

  10. Bruner, J.: Acts of Meaning. Harvard University Press, Cambridge (1990)

    Google Scholar 

  11. Bruner, J.: The narrative construction of reality. Critical Inquiry 18(1), 1–21 (1991)

    Article  Google Scholar 

  12. Charles, F., Lozano, M., Mead, S., Bisquerra, A., Cavazza, M.: Planning formalisms and authoring in interactive storytelling. In: Proceedings of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (2003)

    Google Scholar 

  13. Chatman, S.: Reading Narrative Fiction. Macmillan Publishing Company, New York (1993)

    Google Scholar 

  14. Cheong, Y.G., Young, R.M.: Narrative generation for suspense: Modeling and evaluation. In: Proceedings of the 1st International Conference on Interactive Digital Storytelling (2008)

    Google Scholar 

  15. Christian, D., Young, R.: Comparing cognitive and computational models of narrative structure. In: Proceedings of the 19th National Conference on Artificial Intelligence (2004)

    Google Scholar 

  16. Dennett, D.: The Intentional Stance. MIT Press, Cambridge, MA (1989)

    Google Scholar 

  17. Fitzgerald, A., Kahlon, G., Riedl, M.O.: A computational model of emotional response to stories. In: Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling (2009)

    Google Scholar 

  18. Gerrig, R.: Narrative thought? Personality and Social Psychology Bulletin 20(6), 712–715 (1994)

    Article  Google Scholar 

  19. Gerrig, R.J.: Experiencing Narrative Worlds: On the Psychological Activities of Reading. Yale University Press, New Haven (1993)

    Google Scholar 

  20. Graesser, A., Lang, K.L., Roberts, R.M.: Question answering in the context of stories. Journal of Experimental Psychology: General 120(3), 254–277 (1991)

    Article  Google Scholar 

  21. Graesser, A., Singer, M., Trabasso, T.: Constructing inferences during narrative text comprehension. Psychological Review 101(3) (1994)

    Google Scholar 

  22. Grimm, J., Grimm, W.: Little red cap. In: Kinder- und Hausmärchen, 1st ed, vol. 1. Berlin (1812)

    Google Scholar 

  23. Harris, J., Young, R.M.: Proactive mediation in plan-based narrative environments. IEEE Transactions on Computational Intelligence and AI in Games 1(3) (2009)

    Google Scholar 

  24. Jhala, A.H.: Cinematic discourse generation. Ph.D. thesis, North Carolina State University (2009)

    Google Scholar 

  25. Kelso, M., Weyhrauch, P., Bates, J.: Dramatic presence. Presence: The Journal of Teleoperators and Virtual Environments 2(1) (1993)

    Google Scholar 

  26. Laurel, B.: Toward the design of a computer-based interactive fantasy system. Ph.D. thesis, Ohio State University (1986)

    Google Scholar 

  27. Laws, R.: Robin’s laws of good GMing. Steve Jackson Games (2001)

    Google Scholar 

  28. Lebowitz, M.: Planning stories. In: Proceedings of the 9th Annual Conference of the Cognitive Science Society (1987)

    Google Scholar 

  29. Li, B., Riedl, M.O.: An offline planning approach to game plotline adaptation. In: Proceedings of the 6th Conference on Artificial Intelligence for Interactive Digital Entertainment Conference (2010)

    Google Scholar 

  30. Liden, L.: Artificial stupidity: The art of intentional mistakes. In: AI Game Programming Wisdom, vol. 2. Charles River Media (2003)

    Google Scholar 

  31. Loyall, A.B.: Believable agents: Building interactive personalities. Ph.D. thesis, School of Computer Science, Carnegie Mellon University (1997)

    Google Scholar 

  32. Magerko, B.: Player modeling in the interactive drama architecture. Ph.D. thesis, Computer Science and Engineering, University of Michigan (2006)

    Google Scholar 

  33. Mateas, M., Sengers, P.: Narrative intelligence. In: M. Mateas, P. Sengers (eds.) Narrative Intelligence: Papers from the 1999 Fall Symposium (Technical Report FS-99-01). AAAI Press, Menlo Park, CA (1999)

    Google Scholar 

  34. Mateas, M., Stern, A.: Towards integrating plot and character for interactive drama. In: K. Dautenhahn (ed.) Social Intelligent Agents: The Human in the Loop: Papers from the AAAI Fall Symposium (Technical Report FS-00-04). AAAI Press, Menlo Park, CA (2000)

    Google Scholar 

  35. Seif El-Nasr, M.: Interaction, narrative, and drama creating an adaptive interactive narrative using performance arts theories. Interaction Studies 8(2) (2007)

    Google Scholar 

  36. McKoon, G., Ratcliff, R.: Inference during reading. Psychological Review 99 (1992)

    Google Scholar 

  37. Montfort, N.: Ordering events in interactive fiction narratives. In: B. Magerko, M. Riedl (eds.) Intelligent Narrative Technologies: Papers from the AAAI Fall Symposium (Technical Report FS-07-05). AAAI Press (2007)

    Google Scholar 

  38. Penberthy, J.S., Weld, D.S.: UCPOP: A sound, complete, partial-order planner for ADL. In: Proceedings of the 3rd International Conference on Knowledge Representation and Reasoning (1992)

    Google Scholar 

  39. Porteous, J., Cavazza, M.: Controlling narrative generation with planning trajectories: the role of constraints. In: Proceedings of the 2nd International Conference on Interactive Digital Storytelling (2009)

    Google Scholar 

  40. Prince, G.: A Dictionary of Narratology. University of Nebraska Press, Lincoln (1987)

    Google Scholar 

  41. Rattermann, M., Spector, L., Grafman, J., Levin, H., Harward, H.: Partial and total-order planning: evidence from normal and prefrontally damaged populations. Cognitive Science 25, 941–975 (2001)

    Article  Google Scholar 

  42. Riedl, M.O.: Incorporating authorial intent into generative narrative systems. In: S. Louchart, D. Roberts, M. Mehta (eds.) Intelligent Narrative Technologies II: Papers from the 2009 Spring Symposium (Technical Report SS-09-06). AAAI Press, Palo Alto, CA (2009)

    Google Scholar 

  43. Riedl, M.O., Saretto, C., Young, R.M.: Managing interaction between users and agents in a multi-agent storytelling environment. In: Proceedings of the 2nd International Conference on Autonomous Agents and Multi-Agent Systems (2003)

    Google Scholar 

  44. Riedl, M.O., Stern, A., Dini, D.M., Alderman, J.M.: Dynamic experience management in virtual worlds for entertainment, education, and training. International Transactions on System Science and Applications, Special Issue on Agent Based Systems for Human Learning and Entertainment 3(1) (2008)

    Google Scholar 

  45. Riedl, M.O., Young, R.M.: An intent-driven planner for multi-agent story generation. In: Proceedings of the 3rd International Conference on Autonomous Agents and Multi-Agent Systems (2004)

    Google Scholar 

  46. Riedl, M.O., Young, R.M.: From linear story generation to branching story graphs. IEEE Journal of Computer Graphics and Animation 26(3), 23–31 (2006)

    Article  Google Scholar 

  47. Riedl, M.O., Young, R.M.: Narrative planning: Balancing plot and character. Journal of Artificial Intelligence Research 39 (2010)

    Google Scholar 

  48. Roberts, D.L., Riedl, M.O., Isbell, C.: Beyond adversarial: The case for game AI as storytelling. In: Proceedings of the 2009 Conference of the Digital Games Research Association (2009)

    Google Scholar 

  49. Rollings, A., Adams, E.: Andrew Rollings and Ernest Adams on Game Design. New Riders (2003)

    Google Scholar 

  50. Sharma, M., Mehta, M., Ontanón, S., Ram, A.: Player modeling evaluation for interactive fiction. In: Proceedings of the AIIDE 2007 Workshop on Optimizing Player Satisfaction (2007)

    Google Scholar 

  51. Swartjes, I., Theune, M.: A fabula model for emergent narrative. In: Proceedings of the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (2006)

    Google Scholar 

  52. Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive storytelling: A player modelling approach. In: Proceedings of the 3rd Artificial Intelligence and Interactive Digital Entertainment Conference (2007)

    Google Scholar 

  53. Thue, D., Bulitko, V., Spetch, M., Webb, M.: Socially consistent characters in player-specific stories. In: Proceedings of the Sixth Artificial Intelligence and Interactive Digital Entertainment Conference (2010)

    Google Scholar 

  54. Trabasso, T., van den Broek, P.: Causal thinking and the representation of narrative events. Journal of Memory and Language 24, 612–630 (1985)

    Article  Google Scholar 

  55. Trabasso, T., Secco, T., van den Broek, P.: Causal cohesion and story coherence. In: H. Mandl, N. Stein, T. Trabasso (eds.) Learning and Comprehension in Text. Lawrence Erlbaum Associates (1984)

    Google Scholar 

  56. Trabasso, T., Sperry, L.: Causal relatedness and importance of story events. Journal of Memory and Language 24, 595–611 (1985)

    Article  Google Scholar 

  57. Weld, D.: An introduction to least commitment planning. AI Magazine 15 (1994)

    Google Scholar 

  58. West, M.: Intelligent mistakes: How to incorporate stupidity into your AI code. Game Developer Magazine – Digital Edition (2008)

    Google Scholar 

  59. Young, K., Saver, J.L.: The neurology of narrative. SubStance: A Review of Theory and Literary Criticism 30, 72–84 (2001)

    Google Scholar 

  60. Young, R.M.: Notes on the use of plan structures in the creation of interactive plot. In: M. Mateas, P. Sengers (eds.) Narrative Intelligence: Papers from the AAAI Fall Symposium (Technical Report FS-99-01). AAAI Press, Menlo Park (1999)

    Google Scholar 

  61. Young, R.M.: The co-operative contract in interactive entertainment. In: K. Dautenhahm, A. Bond, L. Canamero, B. Edmonds (eds.) Socially Intelligent Agents. Kluwer Academic Press (2002)

    Google Scholar 

  62. Young, R.M., Riedl, M.O., Branly, M., Jhala, A., Martin, R., Saretto, C.: An architecture for integrating plan-based behavior generation with interactive game environments. Journal of Game Development 1, 51–70 (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mark Riedl .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer Science+Business Media, LLC

About this chapter

Cite this chapter

Riedl, M., Thue, D., Bulitko, V. (2011). Game AI as Storytelling. In: González-Calero, P., Gómez-Martín, M. (eds) Artificial Intelligence for Computer Games. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8188-2_6

Download citation

  • DOI: https://doi.org/10.1007/978-1-4419-8188-2_6

  • Published:

  • Publisher Name: Springer, New York, NY

  • Print ISBN: 978-1-4419-8187-5

  • Online ISBN: 978-1-4419-8188-2

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics