Tuesday, October 11, 2016

Emily Short: References from a talk on AI and procedural narrative

Emily Short: References from a talk on AI and procedural narrative

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Last night I spoke to the Oxford AI Meetup about a variety of work going around artificial intelligence and (especially) game narrative. We talked about simulation-based and narrative-model based approaches to plot generation, agent-driven stories, dialogue selection and generation, and natural language understanding, with an emphasis on relatively recent or ongoing research projects and released games. (So I didn’t do a deep dive into the history of narrative generators.)

At the end of the talk, several people asked for links to the things I’d mentioned, so here they are:

Games and projects:

Dwarf Fortress and other dwarflikes
Talk of the Town (James Ryan et al) (or if the paper is a bit dense, you might also like Games by Angelina’s writeup of the core concepts)
IDtension / Nothing for Dinner (Nicolas Szilas et al); I discussed it a bit
Scheherazade project (Mark Riedl et al, Entertainment Intelligence Lab, Georgia Tech) using crowd-sourced event descriptions to generate a graph of possible story developments
Restaurant Game (Jeff Orkin et al)
Dear Leader’s Happy Story Time (Ian Horswill, relatively new/early but I thought an interesting contrast)
Ice-Bound Concordance (Aaron Reed and Jacob Garbe)
Event[0]
Firewatch (see also my review)

My own work:

Galatea (and this article on translating Galatea to Versu)
Versu and Blood & Laurels
Annals of the Parrigues (and other discussion about procedural text generation)

Other talks, tools, and resources that were mentioned in the talk or in subsequent Q/A time:

Elan Ruskin’s GDC talk on salience mechanism
Kate Compton’s easy CFG tool Tracery
My Beyond branching narratives post
80 Days (came up in discussion about player agency and visible mechanics)


Tagged: artificial intelligence, natural language understanding, procedural text




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October 11, 2016 at 04:07AM

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