Dialogue generation in character-based interactive storytelling

Marc Cavazza, Fred Charles

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

Abstract

In recent years, there has been significant progress in developing Interactive Storytelling systems, in particular in terms of the underlying AI techniques. There has been an emerging consensus on the AI approach, in particular the use of planning systems. However, these have concentrated on the generation of a sequence of narrative actions, staged through the behaviour of virtual actors. In order to achieve the long-term objective of implementing interactive media that would reproduce the aesthetic qualities of traditional films, most interactive storytelling systems are still missing the ability to generate dialogues between characters. We describe an extension of our Interactive Storytelling approach which integrates dialogue generation within narrative situations. Our unit of generation is the dialogue act (pair of utterances) and one main objective is to reproduce realistic dialogue phenomena based on implicit forms of expression. The emphasis is also on adopting a unified approach relating narrative representations to the linguistic form of the generated utterances. From a representation of active narrative goals and the emotional affinity between characters, our system is able to derive a set of parameters governing various aspects of the linguistic form to be generated. We illustrate this approach on several implemented examples.
Original languageEnglish
Title of host publicationProceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005)
EditorsM. Young, J. Laird
PublisherAAAI
Pages21-26
ISBN (Print)9781577352358
Publication statusPublished - 2005
EventAAAI 1st Annual Artificial Intelligence and Interactive Digital Entertainment Conference - Marina del Rey, United States
Duration: 1 Jun 20053 Jun 2005
http://www.aaai.org/Press/Proceedings/aiide05.php

Conference

ConferenceAAAI 1st Annual Artificial Intelligence and Interactive Digital Entertainment Conference
CountryUnited States
City Marina del Rey
Period1/06/053/06/05
Internet address

Fingerprint

Linguistics
Planning

Bibliographical note

In recent years, there has been significant progress in developing Interactive Storytelling systems, in particular in terms of the underlying AI techniques. There has been an emerging consensus on the AI approach, in particular the use of planning systems. However, these have concentrated on the generation of a sequence of narrative actions, staged through the behaviour of virtual actors. In order to achieve the long-term objective of implementing interactive media that would reproduce the aesthetic qualities of traditional films, most interactive storytelling systems are still missing the ability to generate dialogues between characters. We describe an extension of our Interactive Storytelling approach which integrates dialogue generation within narrative situations. Our unit of generation is the dialogue act (pair of utterances) and one main objective is to reproduce realistic dialogue phenomena based on implicit forms of expression. The emphasis is also on adopting a unified approach relating narrative representations to the linguistic form of the generated utterances. From a representation of active narrative goals and the emotional affinity between characters, our system is able to derive a set of parameters governing various aspects of the linguistic form to be generated. We illustrate this approach on several implemented examples.

Cite this

Cavazza, M., & Charles, F. (2005). Dialogue generation in character-based interactive storytelling. In M. Young, & J. Laird (Eds.), Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005) (pp. 21-26). AAAI.
Cavazza, Marc ; Charles, Fred. / Dialogue generation in character-based interactive storytelling. Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005). editor / M. Young ; J. Laird. AAAI, 2005. pp. 21-26
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Cavazza, M & Charles, F 2005, Dialogue generation in character-based interactive storytelling. in M Young & J Laird (eds), Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005). AAAI, pp. 21-26, AAAI 1st Annual Artificial Intelligence and Interactive Digital Entertainment Conference, Marina del Rey, United States, 1/06/05.

Dialogue generation in character-based interactive storytelling. / Cavazza, Marc; Charles, Fred.

Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005). ed. / M. Young; J. Laird. AAAI, 2005. p. 21-26.

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

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AB - In recent years, there has been significant progress in developing Interactive Storytelling systems, in particular in terms of the underlying AI techniques. There has been an emerging consensus on the AI approach, in particular the use of planning systems. However, these have concentrated on the generation of a sequence of narrative actions, staged through the behaviour of virtual actors. In order to achieve the long-term objective of implementing interactive media that would reproduce the aesthetic qualities of traditional films, most interactive storytelling systems are still missing the ability to generate dialogues between characters. We describe an extension of our Interactive Storytelling approach which integrates dialogue generation within narrative situations. Our unit of generation is the dialogue act (pair of utterances) and one main objective is to reproduce realistic dialogue phenomena based on implicit forms of expression. The emphasis is also on adopting a unified approach relating narrative representations to the linguistic form of the generated utterances. From a representation of active narrative goals and the emotional affinity between characters, our system is able to derive a set of parameters governing various aspects of the linguistic form to be generated. We illustrate this approach on several implemented examples.

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M3 - Conference contribution

SN - 9781577352358

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EP - 26

BT - Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005)

A2 - Young, M.

A2 - Laird, J.

PB - AAAI

ER -

Cavazza M, Charles F. Dialogue generation in character-based interactive storytelling. In Young M, Laird J, editors, Proceedings of the first artificial intelligence and interactive digital entertainment conference (AIIDE 2005). AAAI. 2005. p. 21-26