1/10/2024 0 Comments Contour vs storymill![]() The project interrogates the expressive potential of focusing the compositional effort on the spaces between. Six Spiders is designed to showcase the unique voice plus violin dual part within the context of the composer’s DMus degree project. Advantages, difficulties and consequences of engaging one performer in simultaneous vocal and instrumental expression. In the article we show how the use of state constraints can provide a unified perspective on important problems faced in IS. This approach to narrative generation is fully implemented in an interactive narrative based on the “Merchant of Venice.” The contribution of the work lies both in our novel use of state constraints to specify narrative control knowledge for interactive storytelling and also our development of an approach to narrative generation that exploits such constraints. Our approach is to specify narrative control knowledge for a given story world using state trajectory constraints and then to treat these state constraints as landmarks and to use them to decompose narrative generation in order to address scalability issues and the goal of real-time performance in larger story domains. Recent progress in planning technology has opened up new avenues for IS and we have developed a novel approach to narrative generation that builds on this. Nevertheless key issues remain, such as how best to control the shape of the narrative that is generated (e.g., by using narrative control knowledge, i.e., knowledge about narrative features that enhance user experience) and also how best to provide support for real-time interactive performance in order to scale up to more realistic sized systems. In that time planning has emerged as the dominant technology and has featured in a number of prototype systems. ![]() We have seen ten years of the application of AI planning to the problem of narrative generation in Interactive Storytelling (IS). Our algorithm runs in real-time with 3,000 to 4,000 agents without the restrictions of previous research. Our algorithm is based on the psychology research area of transactional analysis, does not require a specific obstacle avoidance algorithm, and allows for easy artist direction for determining the precise social environment being simulated. We propose a new, simplified social crowd algorithm that focuses on the evolving social needs of agents and allows each agent to join and leave different encounters as desired. Unfortunately, past social crowd algorithms lack realism and flexibility because they do not allow agents to move in and out of different and repeated social interactions, are built around a specific obstacle avoidance algorithm, or are tuned only for a specific social setting and do not allow for artist directed changes. Recent algorithms have been able to simulate “social crowds” that allow agents to interact socially as opposed to only treating other agents as obstacles. On a more general level, this paper suggests that augmenting steering behaviours by a non-trivial higher-level controller is a feasible approach to modelling behaviour of 3D agents interacting in small groups in a complex way and presents a possible workflow for developing scenes featuring such agents. The evaluation with 67 human participants indicates that the model produces outcomes comprehensible and believable even for persons with limited previous experience with 3D graphics. To create a list of the agents’ actions and the hFSM, we video-taped about 40 episodes in which three actors improvised on the topic of the quarrel, and we manually annotated the videos. The user can influence the course of the quarrel by changing attitudes among the agents. The model has been implemented using UnrealEngine2Runtime on the example of a boy dating two girls at the same time who do not know about each other. The model combines a general steering behaviour for keeping the three agents in a triangular formation with a probabilistic two-level hierarchical state machine (hFSM) for unfolding the quarrel by means of changing parameters of the steering behaviour and issuing actions to the agents. Here, we present a model for controlling three agents in an example of such a situation: a vigorous quarrel. Less is known about scaling these mechanisms for situations with complex dynamics requiring agents to perform actions beyond walking, turning, talking and gesturing. ![]() Steering behaviours can be used to position 3D embodied agents in small groups engaged in relatively simple social interactions such as in group conversation or walking while talking.
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