Skip to main content

Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach

  • Chapter
Agents for Games and Simulations II (AGS 2010)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 6525))

Included in the following conference series:

Abstract

The task of entertaining people has, until very recently, been the exclusive domain of humans. However, recent advances in Artificial Intelligence (AI) suggest that intelligent systems may be used to create dynamic and engaging real-time entertainment experiences. In this paper we consider a novel technique called Experience Adaptation. Experience Adaptation is an offline process that leverages human creative ability by taking human-authored specifications of desired user experiences and autonomously “re-writing” them based on unique requirements of individual users. In this chapter, we illustrate Experience Adaptation in the context of computer-based role-playing games in which player experience is highly dependent on an unfolding plotline. Our approach uses a plan refinement technique based on partial-order planning to (a) optimize the global structure of the plotline according to input from a player model, (b) maintain plotline coherence, and (c) facilitate authorial intent by preserving as much of the original plotline as possible.

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 49.99
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. Bartle, R.: Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of Virtual Environments 1 (1996)

    Google Scholar 

  2. Chen, S., Nelson, M.J., Sullivan, A., Mateas, M.: Evaluating the Authorial Leverage of Drama Management. In: Mehta, M., Louchart, S., Roberts, D.L. (eds.) Intelligent Narrative Technologies II: Papers from the Spring Symposium (Technical Report SS-09-06). AAAI Press, Menlo Park (2009)

    Google Scholar 

  3. Fikes, R., Nilsson, N.: STRIPS: a New Approach to the Application of Theorem Proving to Problem Solving. Artificial Intelligence 2, 189–208 (1971)

    Article  MATH  Google Scholar 

  4. Graesser, A., Lang, K.L., Roberts, R.M.: Question Answering in the Context of Stories. Journal of Experimental Psychology: General 120, 254–277 (1991)

    Article  Google Scholar 

  5. Hullett, K., Mateas, M.: Scenario Generation for Emergency Rescue Training Games. In: Proceedings of the Fourth International Conference on the Foundations of Digital Games (2009)

    Google Scholar 

  6. Lebowitz, M.: Planning Stories. In: Proceedings of the 9th Annual Conference of the Cognitive Science Society (1987)

    Google Scholar 

  7. Li, B., Riedl, M.O.: Planning for Individualized Experiences with Quest-Centric Game Adaptation. In: Proceedings of the ICAPS 2010 Workshop on Planning in Games (2010)

    Google Scholar 

  8. Li, B., Riedl, M.O.: An Offline Planning Approach to Game Plotline Adaptation. In: Proceedings of the 6th Conference on Artificial Intelligence for Interactive Digital Entertainment (2010)

    Google Scholar 

  9. Magerko, B.S., Riedl, M.O.: What Happens Next?: Toward an Empirical Investigation of Improvisational Theatre. In: Proceedings of the 5th International Joint Workshop on Computational Creativity (2008)

    Google Scholar 

  10. Meehan, J.: The Metanovel: Writing Stories by Computer. Ph.D. Dissertation. Yale University, New Haven (1976)

    Google Scholar 

  11. Morningstar, C., Farmer, F.R.: The Lessons of Lucasfilm’s Habitat. In: Bendikt, M. (ed.) Cyberspace: First Steps. MIT Press, Cambridge (1991)

    Google Scholar 

  12. Muñoz-Avila, H., Cox, M.: Case-Based Plan Adaptation: An Analysis and Review. IEEE Intelligent Systems 23 (2008)

    Google Scholar 

  13. Niehaus, J., Riedl, M.O.: Scenario Adaptation: An Approach to Customizing Computer-Based Training Games and Simulations. In: Proceedings of the AIED 2009 Workshop on Intelligent Educational Games (2009)

    Google Scholar 

  14. Penberthy, J., Weld, D.: UCPOP: A Sound, Complete, Partial-Order Planner for ADL. In: Proceedings of the 3rd International Conference on Knowledge Representation and Reasoning (1992)

    Google Scholar 

  15. Porteous, P., Cavazza, M.: Controlling Narrative Generation with Planning Trajectories: The Role of Constraints. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 234–245. Springer, Heidelberg (2009)

    Chapter  Google Scholar 

  16. Riedl, M.O.: Incorporating Authorial Intent into Generative Narrative Systems. In: Mehta, M., Louchart, S., Roberts, D.L. (eds.) Intelligent Narrative Technologies II: Papers from the Spring Symposium (Technical Report SS-09-06). AAAI Press, Menlo Park (2009)

    Google Scholar 

  17. Riedl, M.O., Li, B.: Creating Customized Virtual Experiences by Leveraging Human Creative Effort: A Desideratum. In: Proceedings of the AAMAS 2010 Workshop on Collaborative Human/AI Control for Interactive Experiences (2010)

    Google Scholar 

  18. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training. International Transactions on Systems Science and Applications 3 (2008)

    Google Scholar 

  19. Riedl, M.O., Young, R.M.: Narrative Planning: Balancing Plot and Character. Journal of Artificial Intelligence Research 39 (2010)

    Google Scholar 

  20. Roberts, D.L., Isbell, C.L.: A Survey and Qualitative Analysis of Recent Advances in Drama Management. International Transactions on Systems Science and Applications 3, 61–75 (2008)

    Google Scholar 

  21. Rollings, A., Adams, E.: Andrew Rollings and Ernest Adams on Game Design. New Riders, Indianapolis (2003)

    Google Scholar 

  22. Russell, S., Norvig, P.: Artificial Intelligence: A modern approach. Prentice-Hall, Englewood Cliffs (2002)

    MATH  Google Scholar 

  23. Saunders, R., Gero, J.: Curious Agents and Situated Design Evaluations. AI for Engineering, Design, Analysis, and Manufacturing 18, 153–161 (2004)

    Google Scholar 

  24. Seif El-Nasr, M.: Interaction, Narrative, and Drama Creating an Adaptive Interactive Narrative using Performance Arts Theories. Interaction Studies 8 (2007)

    Google Scholar 

  25. Sharma, M., Ontañón, S., Mehta, M., Ram, A.: Drama Management and Player Modeling for Interactive Fiction Games. Computational Intelligence 26, 183–211 (2010)

    Article  MathSciNet  Google Scholar 

  26. Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive Storytelling: A Player Modelling Approach. In: Proceedings of the 3rd Conference on Artificial Intelligence and Interactive Digital Entertainment Conference (2007)

    Google Scholar 

  27. Togelius, J., Yannakakis, G., Stanley, K., Browne, C.: Search-based Procedural Content Generation. In: Proceedings of the EvoStar Conference (2010)

    Google Scholar 

  28. Trabasso, T., van den Broek, P.: Causal Thinking and the Representation of Narrative Events. Journal of Memory and Language 24, 612–630 (1985)

    Article  Google Scholar 

  29. Yee, N.: The Demographics, Motivations, and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments 15, 309–329 (2006)

    Article  Google Scholar 

  30. Young, R.M.: Notes on the Use of Plan Structures in the Creation of Interactive Plot. In: Mateas, M., Singers, P. (eds.) Narrative Intelligence: Papers from the Fall Symposium (Technical Report FS-99-01). AAAI Press, Menlo Park (1999)

    Google Scholar 

  31. Young, R.M., Pollack, M.E.: Decomposition and causality in partial-order planning. In: Proceedings of the 2nd International Conference on Artificial Intelligence and Planning Systems (1994)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Li, B., Riedl, M.O. (2011). Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach. In: Dignum, F. (eds) Agents for Games and Simulations II. AGS 2010. Lecture Notes in Computer Science(), vol 6525. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-18181-8_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-18181-8_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-18180-1

  • Online ISBN: 978-3-642-18181-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics