Skip to main content

MIST: An Interactive Storytelling System with Variable Character Behavior

  • Conference paper
Interactive Storytelling (ICIDS 2010)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 6432))

Included in the following conference series:

Abstract

Despite advances in game technology, most stories constructed by game designers remain inherently linear in nature, and player actions often have limited impact on the central story. In interactive storytelling approaches, an important challenge is the creation of stable yet dynamic environments to allow the emergence of unscripted stories involving both human-controlled characters and autonomous non-player characters (NPCs). In this paper, we present an architectural design for creating open-ended, interactive storytelling systems in which story structure emerges in real time and in response to player actions, thus providing a greater variety of game experiences than more scripted approaches. We present a partial implementation of the approach in a virtual environment populated by multiple NPCs that exhibit stable but interesting autonomous behavior. Finally, we present experimental results that demonstrate the scalability of the approach and variability of NPC behavior that it produces.

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. Kline, D.: Bringing Interactive Storytelling to Industry. In: AI Summit, Game Developers Conference (2010), http://aigamedev.com/open/coverage/gdc10-slides-highlights/

  2. Thue, D., Bulitko, V., Spetch, M.: Player Modeling for Interactive Storytelling: A Practical Approach. In: Rabin, S. (ed.) AI Game Programming Wisdom, vol. 4, pp. 633–646. Charles River Media, Boston (2008)

    Google Scholar 

  3. Tychsen, A., Hitchens, M.: Ghost Worlds – Time and Consequence in MMORPGs. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 300–311. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  4. Fairclough, C.R., Cunningham, P.: AI Structuralist Storytellin. Computer Games. Technical Report TCD-CS-2004-43. Trinity College Dublin (2004)

    Google Scholar 

  5. Magerko, B.: Story Representation and Interactive Drama. In: Proceedings of the 1st Artificial Intelligence for Interactive Digital Entertainment Conference, pp. 87–92. AAAI Press, Menlo Park (2005)

    Google Scholar 

  6. Barber, H., Kudenko, D.: Generation of Dilemma-Based Interactive Narratives with a Changeable Story Goal. In: Proceedings of the 2nd International Conference on Intelligent Technologies for Interactive Entertainment, pp. 1–10. Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, Brussels (2008)

    Google Scholar 

  7. Young, R.M., Riedl, M.: Towards an Architecture for Intelligent Control of Narrative in Interactive Virtual Worlds. In: Proceedings of the 8th International Conference on Intelligent User Interfaces, pp. 310–312. ACM, New York (2003)

    Google Scholar 

  8. Cavazza, M., Charles, F., Mead, S.J.: Character-Based Interactive Storytelling. IEEE Intelligent Systems 17, 17–24 (2002)

    Article  MATH  Google Scholar 

  9. Johnson, D., Wiles, J.: Computer Games with Intelligence. In: Proceedings of the 10th IEEE International Conference on Fuzzy Systems, pp. 1355–1358. IEEE, Los Alamitos (2001)

    Google Scholar 

  10. Maslow, A.H.: A Theory of Human Motivation. Psychological Review 50, 370–396 (1943)

    Article  Google Scholar 

  11. Lekavý, M., Návrat, P.: Expressivity of STRIPS-Like and HTN-Like Planning. In: Nguyen, N.T., Grzech, A., Howlett, R.J., Jain, L.C. (eds.) KES-AMSTA 2007. LNCS (LNAI), vol. 4496, pp. 121–130. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  12. Nau, D., Cao, Y., Lotem, A., Muñoz-Avila, H.: SHOP: Simple Hierarchical Ordered Planner. In: 16th International Joint Conference on Artificial Intelligence, pp. 968–973. Morgan Kaufmann, San Francisco (1999)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Paul, R., Charles, D., McNeill, M., McSherry, D. (2010). MIST: An Interactive Storytelling System with Variable Character Behavior. In: Aylett, R., Lim, M.Y., Louchart, S., Petta, P., Riedl, M. (eds) Interactive Storytelling. ICIDS 2010. Lecture Notes in Computer Science, vol 6432. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16638-9_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-16638-9_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16637-2

  • Online ISBN: 978-3-642-16638-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics