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Posted 17 January 2002 - 10:14 AM
Posted 17 January 2002 - 10:27 AM
Posted 17 January 2002 - 11:49 AM
Original post by WayfarerX
I''ve actually spent a lot of time thinking about this, and I find the concept very intersting. The fact that your school is offering a course is sweet!
The biggest problem is, of course, finding a way to define "interesting" so that your AI can understand it.
BTW, what school are we talking about? This sounds like a really intersting class.
Posted 17 January 2002 - 02:19 PM
Posted 17 January 2002 - 05:09 PM
Original post by Tacit
Here''s another approach. Rather than trying to come up with clever ways for an AI to auto-generate a story, why not come up with better mechanisms through which real storytellers (I mean, professional writers and not just people who think they have a good story idea) can tell stories in games.
That isn''t meant to sound snarky. I just think part of the problem is we have such archaic and clumsy methods for telling stories in games, especially with dialogue. There is a lot of research being done in communications theory around this idea. If you want to find ways to tell stories in games, look into some of this work, a lot of which is being done at MIT.
Posted 17 January 2002 - 05:36 PM
Posted 17 January 2002 - 07:29 PM
Posted 18 January 2002 - 04:20 AM
Posted 18 January 2002 - 10:04 AM
Posted 20 January 2002 - 01:11 AM
Posted 20 January 2002 - 11:44 AM
Original post by Infinisearch
I understand the directed graph and the feedback but are u saying the feedback is used to keep the reader interested in the main plot (the linearity u spoke of) or to dynamically generate a plot for the main character/s that is to the readers liking?
Posted 20 January 2002 - 12:23 PM
Posted 20 January 2002 - 12:39 PM
Original post by Infinisearch
Interesting, but in the context of single player games, i guess u would still need a overall goal. i.e. kill the evil overlord...
Where one database of event information is shared for all characters. But access is regulated by character AI, where the data is also modified through modifiers. Not the original data of course, remember the game telephone think of it as each step being a function. The modifiers distort data and can be composited and inherited. For example if person A witnessed an event, depending on that persons knowlege of related topics (the modifier for firsthand interpretation) would interpret that event a certain way. ("The Drought killed my crops the water god is angry", versus "The boss must''ve shut down the water supply again because the peasants were gettin a little to confident) Then second hand information could be a weighted balance between the a relationship modifier, and personal knowlege, and previous knowlege of that event if present.
I never really believed in "NPC''s". Any character around could and should become involved in plots/sub-plots if touched by an event/the main character.
Posted 20 January 2002 - 03:09 PM
Posted 20 January 2002 - 04:26 PM
Original post by Oluseyi
What is a plot? A sequence of occurences with some form of correlation, and preferrably some dramatic drive.
If we can create environments that supply the first, and the user supplies the second, then why can''t we develop coherent and powerful plots from that? That''s the objective here.
I''m trying to define a system that allows you to throw in a bunch of "plot nodes" and then "smooth" them together into a dramatic arc (kinda like how control points define a bezier spline).
Posted 21 January 2002 - 01:12 AM
Posted 21 January 2002 - 04:20 AM
Posted 21 January 2002 - 07:50 AM
quote:But wasn''t the original goal to reduce the deterministic nature of the storyline structure? It''s all very well and good to use this method to create storylines that change each time around, that is essentially no different from randomly generating maps of important places.
Original post by Kylotan
...Perhaps the system should generate the ''ending'' first and work backwards from there.