Best-Fit Action-Cost Domain Model Acquisition and its application to authorship in interactive narrative

Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous

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Abstract

Domain model acquisition is the problem of learning the structure of a state-transition system from some input data, typically example transition sequences. Recent work has shown that it is possible to learn action costs of PDDL models, given the overall costs of individual plans. In this work we have explored the extension of these ideas to narrative planning where cost can represent a variety of features (e.g. tension or relationship strength) and where exact solutions don’t exist. Hence in this paper we generalise earlier results to show that when an exact solution does not exist, a best-fit costing can be generated. This approach is of particular interest in the context of plan-based narrative generation where the input cost functions are based on subjective input. In order to demonstrate the effectiveness of the approach, we have learnt models of narratives using subjective measures of narrative tension. These were obtained with narratives (presented as video in this case) that were encoded as action traces, and then scored for subjective narrative tension by viewers. This provided a collection of input plan traces for our domain model acquisition system to learn a best-fit model. Using this learnt model we demonstrate how it can be used to generate new narratives that fit different target levels of tension.
Original languageEnglish
Publication statusPublished - 8 Oct 2016
Event12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment - Burlingame, United States
Duration: 8 Oct 201612 Oct 2016

Conference

Conference12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Abbreviated titleAIIDE-16
CountryUnited States
CityBurlingame
Period8/10/1612/10/16

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    Hayton, T., Gregory, P., Lindsay, A., & Porteous, J. (2016). Best-Fit Action-Cost Domain Model Acquisition and its application to authorship in interactive narrative. Paper presented at 12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Burlingame, United States.