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Interactive Drama

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Seth Horrigan CS260 – Spring 2009. Interactive Drama. Artificial Intelligence. Georgetown Experiment – 1954. Artificial Intelligence. 1966: the failure of machine translation 1970: the abandonment of connectionism - PowerPoint PPT Presentation
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Seth Horrigan CS260 – Spring 2009
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Page 1: Interactive Drama

Seth HorriganCS260 – Spring 2009

Page 2: Interactive Drama

Georgetown Experiment – 1954

Page 3: Interactive Drama

1966: the failure of machine translation

1970: the abandonment of connectionism

1971−75: DARPA's frustration with the Speech Understanding Research program at Carnegie Mellon University

1973: the large decrease in AI research in the United Kingdom in response to the Lighthill Report

1973−74: DARPA's cutbacks to academic AI research in general

1987: the collapse of the Lisp machine market

1988: the cancellation of new spending on AI by the Strategic Computing Initiative

Page 4: Interactive Drama

Limited domains

Tightly scripted responses

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Page 7: Interactive Drama

Art, psychology, cultural studies, literary studies, drama

Aristotelian dramatic theory: spectacle, song, diction, thought, character and plot

Narrative agents, interactive agents, storytelling systems

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Theatre

Films

Participatory art

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Drama = Character + Story + Presentation

Drama(narrative)

Interactive drama(develop narrative)

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Personality, emotion, self-motivation, change, social relationships, illusion of life

Classical AI = mind, behavorial AI = person

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Embodied?

Environmentally influenced

Complex

Visual?

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Conversational agentsBranching

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In MMOs, especially MMORPGs, many individual participants create an interactive drama. Given such environments, is there a place for AI-driven interactive drama?

Given how long it takes to author such a short game, is it worthwhile? Can you think of ways to reduce authoring time?

Attempts at choose-your-own path movies have been unsuccessful. Could interactive drama of this type be used to somehow make something better?

How would interactive drama work with non-self-absorbed characters?

Where, aside from games, could these ideas be applied?


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