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Features

Agitating for Dramatic Change
Drama-O-Rama
The
following ideas and information are meant to work towards the idea
of creating a drama engine, which includes dramatic rules,
synthespians (special purpose semi-autonomous agents) and
a bare stage. The bare stage would be the equivalent of a
level editor, but the system also includes an interface that is
designed to easily and intuitively input the basic tools of drama
by a non-programmer: narrative elements, major and minor conflicting
goals for the protagonist(s) and antagonist(s) and their allies,
and a three-act structure.
The
goal is the facilitation of interactive dramatic works, where the
experiencer is immersed in a drama (action/adventure, mystery, thriller,
sci-fi, whatever) with seemingly aware and intelligent NPCs. The
dramatist/storyteller/director creates a world ripe with atmosphere,
populated by intelligent actors, and supplies a dramatic goal/challenge
for the experiencer and experiencer's allies, and counter-goals
for the antagonist, and antagonist allies. What happens within this
dramatic context is unpredictable. In other words, the dramatist
creates the dramatic potential, but the drama/story evolves in an
unpredictable way based on the actions of the experiencer and the
intelligent NPCs in a simulated living world.
The
final result (finished dramaworld) is stripped of the dramatist's
interfaces and is fitted with an end-user interface. The finished
drama world becomes a sim for the experiencer, which can be copied
and sold.
Character
auto-routines for simple behavior as expressed through facial expression
and body language would be pre-defined, standardized, and "clickable"
code generation for apparent emotional response to pre-defined stimuli,
which is embedded in the environment and other characters. Reverse
parsing and synthetic speech is assumed. Character emotional response
generates code that is automatically embedded in text, to be parsed
by a synthetic speech system. The embedded code triggers an emotional
rendering of the synthetic speech.
Haptek's
Virtual Friend software already includes these abilities, although
it is up to the user to manually create scripts with the embedded
codes for the emotional coloring of speech (and for character movement,
costume changes, morphing, etc.). In the system I see, the macro
management of the drama engine takes over the script writing for
the characters, based on rules input by the human dramatist.
Some
producers are beginning to experiment with the basics of what I'm
talking about. For example, in Black & White your creature
can be trained to interact with the objects and inhabitants of the
game world through your Pavlovian tutelage. In Microsoft's game
Halo, NPCs have knowledge about the "state of the world"
as they've perceived it (memories of enemy sightings, weapon locations);
an emotion system that changes based on events (growing more fearful
during enemy onslaughts); and a decision-making system that consults
the other three systems to decide whether to attack, run for cover,
or initiate another behavior.
John
Laird and his colleagues have launched a research project at
the University of Michigan to explore the possibilities of social
interaction: an Unreal Tournament mod called Haunt
2, in which the player controls a ghost in a house inhabited
by NPC "humans." Unable to handle most physical objects
directly, the ghost must, in Laird's words, "entice, cajole,
threaten, or frighten the AI characters into manipulating the objects
in the world." The subtleties of Laird's social interactions
are not yet commonplace in today's game AI, which still largely
revolves around creating better military bots and training them
to hunt down enemies in more believable ways, but the subtleties
of social interactions is what we must go for in interactive drama.
We need to go further.
I
look towards new tools such as AI.implant, DirectIA, and Stottler
Henke's SimBionic, as discussed in Eric
Dybsand's five-part series. Each of these products adds to a
toolset, but the toolset must work within the context of a drama
manager, and more tools are needed.
The
specialized modules of Halo's artificial brains (see "Wild
Things: They fight. They flock. They have free will. Get ready for
game bots with a mind of their own" By Steven Johnson)
mirror what we now understand about the human mind's architecture.
Instead of a single general intelligence, the brain is more like
a Swiss army knife of task-specific tools -- face recognizers, syntax
decoders, memory subsystems -- that collectively create our varied
and adaptable intelligence. What if we could take advantage of progress
in these areas?
The
NPCs I envision should be sophisticated artificial intelligence
bots -- their decisionmaking guided by complex neural nets and simulated
emotions, their perceptual systems honed to detect subtle changes
in their environment -- real-time perceptions about the world around
them (aural, visual, and tactile). There should be nuanced natural
language routines, perhaps Webcam gesture recognition, and machine
learning. NPC's should be able to communicate among themselves,
share new ideas and collaborate on group tasks. We're looking for
managed, yet unscripted, emergent behavior, as always - based on
the principles of drama.
Proposed
"Drama-O-Rama" Systems
The
following features would plug into something like current level
editor software packages, which includes 3D environment creation,
but would add the ability to introduce and tune the behavior of
NPCs."
Motivation
Module
Synthespians
form goals and act as a result of wants and/or needs. Wants and
needs are activated by timers or level detectors. Here are some
examples of human wants and needs: hunger, curiosity, sleep, and
acknowledgement. There are many more, of course. After a specific
period of time, or at a specific level, a query is activated by
a synthespian. The query is a request to retrieve relevant data
in a memory system. Retrieved data is the basis for an action to
be taken in an effort to maintain want and need levels, which are
specific to each NPC.
Will
Wright and his team for The Sims came up with a happiness
landscape, borrowing from evolutionary theory's concept of a
fitness landscape, in which organisms climb ever-higher peaks
of adaptive fitness as natural selection runs its course. Rather
than traversing a genetic landscape of fitness, you're traversing
a spatial landscape of happiness, but it could also be a "wellness"
landscape, or a "learning" landscape, or a "drama"
landscape -- or a combination.
This
module would have an input for drama/story wants and needs specific
to each major NPC character. In this way, the synthespians can act
autonomously, as in a sim, but also are guided by the invisible
hand of the dramatist.
Memory
System Module
What
if NPC memory could work like human brains, in that linear, intellectual
data is stored in one part of a relational database, while pattern
recognition data (visual similarity, symbolic association,
association by opposite, association by color, and
association by theme, etc.) could be stored in the other
side? What if these two sides of the database were relational?
Questions put to this relational database (by way of the experiencer
questioning an NPC) would set into motion a process of scanning
for matching linear content, as well as visual material that simply
fits a pattern suggested by the query. This module would also have
an interface for the easy input of story/drama-related material.
What
if this relational database was the center of a chatterbot like
A. L. I. C. E. (http://alicebot.org).
What if each NPC could be a chatterbot?
This
module would have an input interface to receive drama/story-inspired
answers to synthespian wants and needs queries.
Between
the above module and this one, the dramatist is able to supply drama/story-inspired
wants and needs, and also drama/story-inspired ways to solve those
wants and needs in story-important synthespians.
This
module feeds into a Course of Action Module.
Course of
Action Module
Though
main characters would first act on the dramatist's main goals, synthespians
would be able to form subservient goals as a result of their own
wants and needs, and would have their own unique abilities to go
about satisfying their wants and needs based on a course of action.
In
order to accomplish these, the NPC would choose from potential physical
actions, or compose a statement/ question to be fed to the natural
language module. The physical action could be anything from a facial
expression of emotion, body language, or complex physical activities
such as travel, interaction with the environment or another NPC,
etc.
These goals would be informed by an Expert System.
Expert System
Aural,
visual, and tactile data is fed into the memory system, but also
into an "expert system" module. For details of expert
systems, see below, under Parts and Pieces.
Living World
Module
The
persistent dramaworld should be programmable through an easy interface
so that environments can be imbedded with dramatic potential. The
dramatist may wish to input data such as dynamic weather, geophysical,
and atmospheric conditions, which can be triggered by proximity
or by dramatic act (three-act dramatic structure). This is where
the dramatist/storyteller inserts sets and props. This is like a
level editor enhanced with inputs for actionable dramatic potential.
Synthespian
Evaluation Module
Were
needs and wants satisfied?
If
"yes" go back to an "unmet goals temporary database"
or the Motivation Module.
If
"no" go back to data memory module for a new data search,
followed by a new course of action, or try again if another course
of action isn't found. This would be a continuous loop, until something
intercedes - something like a more important drama/story-inspired
action, the emergence of a greater need, the incapacitation of the
synthespian, etc.
Output Modules
Real-time
3D animation execution.
Real-time
text or speech execution.
Real-time
music synthesis.
Parts and
Pieces
Here
are only some of the AI systems I've run across that may have the
potential to be adapted for use in interactive-drama worlds.
- Expert
Systems.
Underlying a hunch are dozens of tiny, subconscious rules - truths
we've learned from experience. Add them up and you get instinct.
Program those rules into a computer and you get an expert system.
Built by TriPath Imaging, FocalPoint screens 5 million Pap smears
for signs of cervical cancer per year. Programmers quizzed pathologists
to figure out the criteria they consider when identifying an aberrant
cell. Like human lab techs in training, FocalPoint teaches itself
by practicing on slides that pathologists have already diagnosed.
Is
there something here that could be adapted for use in a drama
engine? Maybe so. Perhaps we could take inspiration from this
system and adapt the ideas for a kind of sim-dramatist, which
manages the evolving drama/ story by becoming an expert dramatist.
What if the NPCs were able to each make use of this kind of an
expert system? What if a non-programmer dramatist could easily
"teach" this kind of a system?
I
know about work being done to teach expert systems that make use
of a general world knowledge database. One expert system now seems
to have the knowledgebase of a four-year-old child, which is simply
amazing. But the database for a drama engine expert system wouldn't
need to be that ambitious. It would only be concerned with the
rules and principles of drama.
-
Adaptive
Learning. Ascent
Technology's SmartAirport Operations Center is a logistics program.
In this program genetic algorithms use natural selection, mutating
and crossbreeding a pool of suboptimal scenarios. Better solutions
live, and worse ones die - allowing the program to discover
the best option without trying every possible combination along
the way. Figuring out ways to optimize complicated situations
is what genetic algorithms do.
Perhaps
this has potential for our "Course of Action Module".
- Pattern
Recognition. The Falcon program, designed by San Diego-based
HNC, maintains a perpetually mico-adjusting profile of how, when,
and where customers use their credit cards. Good behavior is more
predictable than fraudulent behavior. By studying habits, Falcon
develops a keen eye for deviant behavior, which it detects using
a combination of neural networks and straight statistical analysis.
Neural networks work roughly like the brain: As information comes
in, connections among processing nodes are either strengthened
(if the new evidence is consistent) or weakened (if the link seems
false).
This
system could analyze the actions of key NPCs and the player.
The results are fed into the "expert system".
-
Speech
Processing. Handspring
has an after-hours tech support program that verges on conversational.
The program extracts essential words like "PDA", "screen",
and "error message". Using statistical analysis, the
program identifies phonemes' within a spoken sentence and assembles
them into a variety of possible words. "Noise" words
get discarded, keywords kept. Based on the combination of keywords
kept, the program might suggest a fix -- or probe for more information,
in a "disambiguation" routine.
Could
something like this be at the center of our chatterbox-like
synthespians?
-
Text
Parsing. Monster.com,
a job bank, uses an intelligent Web crawler called FlipDog to
find new customers. The crawler develops a sense for which parts
of sites are more likely to contain jobs, then parses the pages
to pull out the relevant information and files it in a database.
Rather than rely on dictionaries, FlipDog focuses on word position
and format clues. This works best for documents with relatively
consistent features.
Could
this system also be adapted to the abilities of a chatterbox?
Conclusion
I'm
saying four things.
-
There is a mass market out there that is ready for interactive-drama.
- Before
we can create interactive drama, the principles of drama must
be evolved for interactivity.
- Dramatists
are the ones who must evolve drama for interactivity. These dramatists
must, of course, understand what has already been accomplished
in interactive entertainment, but they don't need to be programmers.
- Finally,
it may be advantageous to look outside, as well as within the
game industry for inspiration as we tool up for a new kind of
interactive entertainment, based on not only the principles of
drama, but also on advances in AI.
Large
corporations have bought up smaller game companies. The tried and
true gaming genres have become dogma, even though the interactive
entertainment industry is just a child compared to TV, which is
a child compared to film, which is a child compared to thousands
of years of dramatic evolution in theatre and storytelling. But
large corporations are good at making money and loath to take a
risk. This puts the brakes on the evolution of interactive entertainment
- for now. It will take a brave company to break new ground.
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