Interactive Drama, Art and Artificial Intelligence

Interactive Drama, Art and Artificial Intelligence PDF Author: Michael Mateas
Publisher:
ISBN:
Category : Artificial intelligence
Languages : en
Pages : 296

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Book Description

Interactive Drama, Art and Artificial Intelligence

Interactive Drama, Art and Artificial Intelligence PDF Author: Michael Mateas
Publisher:
ISBN:
Category : Artificial intelligence
Languages : en
Pages : 296

Get Book Here

Book Description


Interactive Storytelling

Interactive Storytelling PDF Author: Ulrike Spierling
Publisher: Springer
ISBN: 3540894543
Category : Computers
Languages : en
Pages : 334

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Book Description
This volume contains scientific papers and case studies presented at Interactive Sto- telling ’08: The First Joint International Conference on Interactive Digital Storytelling (ICIDS), held November 26–29, 2008, in Erfurt, Germany. Interactive Digital Storytelling (IDS) is a cross-disciplinary topic, which explores new uses of interactive technologies for creating and experiencing narratives. IDS is also a huge step forward in games and learning. This can be seen through its ability to enrich virtual characters with intelligent behavior, to allow collaboration of humans and machines in the creative process, and to combine narrative knowledge and user activity in interactive artifacts. IDS involves concepts from many aspects of Computer Science, above all from Artificial Intelligence, with topics such as narrative intelligence, automatic dialogue and drama management, and smart graphics. In order to process stories in real time, traditional storytelling needs to be formalized into computable models by drawing from narratological studies. As it is currently hardly accessible for creators and e- users, there is a need for new authoring concepts and tools supporting the creation of such dynamic stories, allowing for rich and meaningful interaction with the content.

AI for Arts

AI for Arts PDF Author: Niklas Hageback
Publisher: CRC Press
ISBN: 1000433048
Category : Art
Languages : en
Pages : 105

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Book Description
AI for Arts is a book for anyone fascinated by the man–machine connection, an unstoppable evolution that is intertwining us with technology in an ever-greater degree, and where there is an increasing concern that it will be technology that comes out on top. Thus, presented here through perhaps its most esoteric form, namely art, this unfolding conundrum is brought to its apex. What is left of us humans if artificial intelligence also surpasses us when it comes to art? The articulation of an artificial intelligence art manifesto is long overdue, so hopefully this book can fill a gap that will have repercussions not only for aesthetic and philosophical considerations but possibly more so for the development of artificial intelligence.

Architecture, Authorial Idioms and Early Observations of the Interactive Drama Façade

Architecture, Authorial Idioms and Early Observations of the Interactive Drama Façade PDF Author: Michael Mateas
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 32

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Book Description
Abstract: "Façade is an artificial intelligence-based art/research experiment in electronic narrative -- an attempt to move beyond traditional branching or hyper-linked narrative to create a fully-realized, one-act interactive drama. Integrating an interdisciplinary set of artistic practices and artificial intelligence technologies, we are completing a three year collaboration to engineer a novel architecture for supporting emotional, interactive character behavior and drama-managed plot. Within this architecture we are buiding a dramatically interesting, real-time 3D virtual world inhabited by computer-controlled characters, in which the user experiences a story from a first-person perspective. Façade will be publicly released as a free download in 2003."

Interactive Storytelling

Interactive Storytelling PDF Author: Alex Mitchell
Publisher: Springer Nature
ISBN: 3030923002
Category : Computers
Languages : en
Pages : 545

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Book Description
This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.

Interactive Storytelling

Interactive Storytelling PDF Author: Ido A Iurgel
Publisher: Springer
ISBN: 3642106439
Category : Computers
Languages : en
Pages : 374

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Book Description
The rich programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an itinerant platform re?ecting its global constituency. This move re?ects the desire and the will to take on the challenge to stay on the lookout, critically re?ect upon and integrate views and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while ensuring overall coherence and maintaining a sense of direction. This is a signi?cant enterprise: The challenges sought are multifarious and must be addressed consistently at all levels. The desire to involve all research communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences in established practises and by providing suitable means of guidance and int- duction, exposition and direct interaction at the event itself and of lasting (and increasingly:living) documentation, of which the present proceedings are but an important part.

Interactive Digital Narrative

Interactive Digital Narrative PDF Author: Hartmut Koenitz
Publisher: Routledge
ISBN: 1317668685
Category : Social Science
Languages : en
Pages : 302

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Book Description
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.

Socially Intelligent Agents

Socially Intelligent Agents PDF Author: Kerstin Dautenhahn
Publisher: Springer Science & Business Media
ISBN: 0306473739
Category : Computers
Languages : en
Pages : 297

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Book Description
Socially situated planning provides one mechanism for improving the social awareness ofagents. Obviously this work isin the preliminary stages and many of the limitation and the relationship to other work could not be addressed in such a short chapter. The chief limitation, of course, is the strong commitment to de?ning social reasoning solely atthe meta-level, which restricts the subtlety of social behavior. Nonetheless, our experience in some real-world military simulation applications suggest that the approach, even in its preliminary state, is adequate to model some social interactions, and certainly extends the sta- of-the art found in traditional training simulation systems. Acknowledgments This research was funded by the Army Research Institute under contract TAPC-ARI-BR References [1] J. Gratch. Emile: Marshalling passions in training and education. In Proceedings of the Fourth International Conference on Autonomous Agents, pages 325–332, New York, 2000. ACM Press. [2] J. Gratch and R. Hill. Continous planning and collaboration for command and control in joint synthetic battlespaces. In Proceedings of the 8th Conference on Computer Generated Forces and Behavioral Representation, Orlando, FL, 1999. [3] B. Grosz and S. Kraus. Collaborative plans for complex group action. Arti?cial Intelli gence, 86(2):269–357, 1996. [4] A. Ortony, G. L. Clore, and A. Collins. The Cognitive Structure of Emotions. Cambridge University Press, 1988. [5] R.W.PewandA.S.Mavor,editors. Modeling Human and Organizational Behavior. National Academy Press, Washington D.C., 1998.

Pause & Effect

Pause & Effect PDF Author: Mark Stephen Meadows
Publisher: Pearson Education
ISBN: 0132798255
Category :
Languages : en
Pages : 839

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Book Description
Interactive narrative is the cornerstone for many forms of digital media: web sites, interface design, gaming environments, and even artificial intelligence. In Pause & Effect, Mark Stephen Meadows examines the intersection of storytelling, visual art, and interactivity. He takes the key principles from these areas and applies them to the design, architecture, and development of successful interactive narrative. This provocative book will appeal to designers with its edgy aesthetic and artistic sensibility. Striking graphic and typographic imagery complement unique design features that encourage interactivity through varying levels of information, different navigational possibilities, and even flip-book animations.

Artificial Intelligence & Games

Artificial Intelligence & Games PDF Author: Georgi Togeli
Publisher: A G Printing & Publishing
ISBN:
Category : Computers
Languages : en
Pages : 390

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Book Description
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures