It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

By Randy Littlejohn
[Author's Bio]

Gamasutra
October 29, 2003

Introduction

Drama-O-Rama

Further Study

Printer Friendly Version
   

 

Change Login/Pwd
Post A Job
Post A Project
Post Resume
Post An Event
Post A Contractor
Post A Product
Write An Article
Get In Art Gallery
Submit News

 


 


Latest Letters to the Editor:
Perpetual Layoffs by Alexander Brandon [09.21.2007]

Casual friendliness in MMO's by Colby Poulson [09.20.2007]

Scrum deals and 'What is Scrum?' by Tom Plunket [08.29.2007]


[Submit Letter]

[View All...]
  



Upcoming Events:
Women In Games Conference
Coventry, United Kingdom
09.10.08

3rd ACM International Conference on Digital Interactive Media in Entertainment and Arts - DIMEA 2008
Athens, Greece
09.10.08

GDC Austin
Austin, United States
09.15.08

Game Career Seminar
Austin, United States
09.17.08

Games Convention Asia 2008
, Singapore
09.18.08

[Submit Event]
[View All...]

 


[Enter Forums...]

Note: Discussion forums for Gamasutra are hosted by the IGDA, which is free to join.
 

 

 


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.

John Laird, Professor and Associate Chair of
Computer Science and Engineering Division
at the University of Michigan.

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.

Haunt 2 is an attempt to "...integrate knowledge-based, goal-oriented reasoning...with emotions, personality, and physical drives that have been used in simple, knowledge-lean agents in other systems," according to the developers.

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 The Sims team view the evolution of a Sims player's character as a traversal of a "happiness landscape", in which player make decisions about the pursuit of material wealth versus social fulfillment. Exclusively pursuing social standing or material goods result in lower ultimate success (the left and right light-blue corners on the diagram) than a more balanced approach (resulting in a path up the middle to the dark blue peak).
Source: Will Wright's 2003 GDC lecture slides.

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.

______________________________________________________


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service