AI-based animation for interactive storytelling

Marc Cavazza, Fred Charles, Steven Mead

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper, we describe a method for implementing AI-based animation of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine and carried experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. The set of all possible behaviours, accounting for various instantiations of a basic plot, can be represented through an AND/OR graph. A real-time variant of the AO* algorithm can be used to interleave planning and action, thus allowing characters to interact between themselves and with the user. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.
Original languageEnglish
Title of host publicationProceedings of computer animation
EditorsH-S. Ko
Place of PublicationWashington
PublisherIEEE
Pages113-120
ISBN (Print)0780372379
Publication statusPublished - 2001
Event14th Conference on Computer Animation - Seoul, Korea, Republic of
Duration: 7 Nov 20018 Nov 2001

Conference

Conference14th Conference on Computer Animation
Country/TerritoryKorea, Republic of
CitySeoul
Period7/11/018/11/01

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