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Interacting with virtual characters in interactive storytelling
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Source International Conference on Autonomous Agents archive
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1 table of contents
Bologna, Italy
SESSION: Session 2C: life-like and believable qualities table of contents
Pages: 318 - 325  
Year of Publication: 2002
ISBN:1-58113-480-0
Authors
Marc Cavazza  University of Teesside, Middlesbrough, United Kingdom
Fred Charles  University of Teesside, Middlesbrough, United Kingdom
Steven J. Mead  University of Teesside, Middlesbrough, United Kingdom
Sponsors
SIGART: ACM Special Interest Group on Artificial Intelligence
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 26,   Downloads (12 Months): 218,   Citation Count: 22
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ABSTRACT

In recent years, several paradigms have emerged for interactive storytelling. In character-based storytelling, plot generation is based on the behaviour of autonomous characters. In this paper, we describe user interaction in a fully-implemented prototype of an interactive storytelling system. We describe the planning techniques used to control autonomous characters, which derive from HTN planning. The hierarchical task network representing a characters' potential behaviour constitute a target for user intervention, both in terms of narrative goals and in terms of physical actions carried out on stage. We introduce two different mechanisms for user interaction: direct physical interaction with virtual objects and interaction with synthetic characters through speech understanding. Physical intervention exists for the user in on-stage interaction through an invisible avatar: this enables him to remove or displace objects of narrative significance that are resources for character's actions, thus causing these actions to fail. Through linguistic intervention, the user can influence the autonomous characters in various ways, by providing them with information that will solve some of their narrative goals, instructing them to take direct action, or giving advice on the most appropriate behaviour. We illustrate these functionalities with examples of system-generated behaviour and conclude with a discussion of scalability issues.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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CITED BY  22

Collaborative Colleagues:
Marc Cavazza: colleagues
Fred Charles: colleagues
Steven J. Mead: colleagues