| Bringing Characters to Life | |
| Reprinted from | |
| The Journal of Computer Game Design | |
| Volume 2, Number 2, (December 1988): pages 10-11 | |
| Copyright 1988 by David Graves | |
| dag@hpsemc.cup.hp.com | |
| A common failing of interactive fiction today is that the player is totally | |
| responsible for the progress of the plot. Whenever the player cannot solve a | |
| given puzzle, progress grinds to a halt. Most interactive fiction works are | |
| entrenched in this obstructionist model. There is no plot continuity, and | |
| too little dramatic interaction. Our characters are not "pulling their own | |
| weight". | |
| The first step is to take the player out of the role of being responsible for | |
| the flow of the plot. In her PhD dissertation, Brenda Laurel explains: "The | |
| user of an interactive system may indeed make contributions on the level of | |
| plot; however, the responsibility for integrating such contributions into the | |
| whole and creating other plot elements that maintain the necessary dramatic | |
| qualities in the whole belongs to the system. When that responsibility | |
| devolves to the user, first-personness is destroyed, as in the classroom | |
| improvisation where the actor must divide his attention between acting and | |
| playwriting tasks. By assuming formal control of the action, the system | |
| frees the user from playwriting concerns and allows him to immerse himself in | |
| the experience of his character." | |
| Furthermore, the characters found in most computer games are cardboard cut- | |
| outs, without any personality. In her PhD dissertation, Mary Ann Buckles | |
| points out this failing in the original Adventure game, which still applies | |
| to most games today: "The characters the reader encounters in the fictional | |
| underworld have no significance other than to pose a puzzle for the reader. | |
| The reader has little emotional involvement with the characters because they, | |
| in turn, do not represent any emotional or spiritual facets of human | |
| existence." Artificial Personality (a term coined during the design of Chris | |
| Crawford's Siboot project) addresses this need for simulating personality in | |
| our characters. | |
| Almost all attempts to generate behavior in computer-controlled characters | |
| have followed a simple stimulus/response model. For each statement you may | |
| make to character, there is one response it may display. Giving the same | |
| stimulus several times in a row, the character will mindlessly repeat the | |
| same response. | |
| Clearly, there is room for improvement in creating lifelike characters, but | |
| how can we attack such a difficult task? To start, we can extract a number | |
| of ideas and methods from the field of Artificial Intelligence. In his | |
| unpublished book on simulated worlds, Warren Robinett puts it this way: "The | |
| field of Artificial Intelligence has fragmented itself, seeking to closely | |
| emulate various human abilities such as vision, use of language, and problem | |
| solving. Researchers are still immersed, after 30 years of effort, in | |
| discovering the mechanisms by which vision, language, and choice work. | |
| Perhaps it is too ambitious to have tried to simulate the behavior of man, a | |
| creature of 50 trillion cells. Certainly, simple models of plans, emotions, | |
| or knowledge could be defined. A creature's plans, emotions, or knowledge | |
| would affect its behavior. A plan is a sequence of actions to be carried | |
| out, with the intent of achieving some goal. An emotion is a state which | |
| affects what goals are chosen, with for example, fear eliciting flight, and | |
| desire eliciting pursuit. Knowledge is a list of objects external to the | |
| creature, and their attributes and relations." I'll address each of these | |
| prerequisites to behavior generation, plus a few others, in the sections to | |
| follow. We can borrow from the field of AI, avoiding the difficult problems | |
| that haven't yet been solved, to produce the illusion of intelligent, | |
| emotional, motivated characters. | |
| INTELLIGENCE AND GOALS | |
| In order for characters to act intelligently they must be able to interpret | |
| the state of their environment and apply appropriate behaviors. James | |
| Meehan, who developed the story generating system "TALESPIN" as part of his | |
| PhD work, states "A problem domain contains: (1) a set of representational | |
| primitives, (2) as set of problems which are expressed in terms of those | |
| primitives, and (3) as set of problem solving procedures." Meehan's | |
| characters applied their knowledge to solve problems, creating a story by | |
| their actions. | |
| While applying a problem solving procedure to achieve some goal, however, | |
| complications may arise. In traditional interactive fiction, we pass all | |
| these problems to the player. Instead of troubling the player character | |
| minor complications, the game software could automatically resolve them. For | |
| example, given the command "Drink the beer", rather than having a character | |
| complain "The beer isn't open", it could recognize "Open the beer" as an | |
| implied subgoal. Any given goal could give rise to a number of subgoals, | |
| which may create subgoals of their own. When a character is able to handle | |
| low level logistics without being given explicit instructions, he appears | |
| much more intelligent. This technique also provides a mechanism for handling | |
| tedious logistical details on behalf of the player, who is then free to think | |
| at higher levels. The topics of handling subgoals and representing the | |
| physical environment are covered in detail in "Second Generation Adventure | |
| Games" by Graves. | |
| Meehan points out that "This isn't the stuff that stories are made of. It | |
| may be coherent, but it isn't normally interesting". However, a certain | |
| level of intelligent behavior is required in any simulated character, else | |
| the illusion of lifelikeness is too easily shattered. Further, this software | |
| layer makes a platform for simulating motivated behavior: an important "fuel | |
| for plot". | |
| MOTIVATION AND DRAMA | |
| No organism's behavior is ever unmotivated. Thus, in order for characters to | |
| display behaviors that appear reasonable and believable, they must have their | |
| own motivations. These motivations help stimulate the generation of plot. | |
| However, without guidance for the plot, chaos is a likely result. | |
| To ensure that the generated plot is interesting, the system could have some | |
| concept of drama and apply it to the currently unfolding story. Laurel's | |
| dissertation gives an outline of an expert system to do just that. | |
| "Understanding a story in its totality is a task that integrates natural | |
| language understanding and the understanding of characters' goals, plans, | |
| traits, and emotions, and utilizes still other techniques for identifying | |
| larger patterns of action." This computerized playwright would recognize | |
| opportunities for new plot twists and act on them. Clearly, this is a lofty | |
| vision, requiring vast resources to implement. | |
| Several projects have been successful in creating small expert systems that | |
| focus on character behavior and interaction, rather than attempting to | |
| recognize and generate plot units. Crawford employed a set of over 70 rules | |
| which defined the specific behaviors for character interaction, plus rules | |
| dictating the unseen internal reactions of the characters. Instead of | |
| focusing on generating a storyline, the game focused on interesting | |
| associations between characters, via dialog and deal-making. | |
| Meehan demonstrated a simple (although powerful) technique for driving the | |
| plot in TALESPIN. The plot unfolds simply from the goals of the characters, | |
| their relationships to each other, and their individual traits. Thus, using | |
| Meehan's model the author exerts indirect influence on the plot, through the | |
| definition of the characters. Changing the initial state of the characters | |
| would result in the generation of a different story. | |
| Of course, an author could also "cheat" by defining additional goals or | |
| feelings that may be inserted in a character's head at certain times critical | |
| to plot development, or in response to some external stimulus. This forms | |
| the basis of the Artificial Personality research currently in progress by Tim | |
| Brengle and myself. We use code fragments called "affectors" (which may be | |
| attached to various locations, objects, or actors) to influence an actor's | |
| behavior by giving him additional goals or by modifying his emotional state. | |
| Using this model, each character's emotional state and current goals drive | |
| the selection of a specific behavior from a large set of possible behaviors. | |
| The intensity of the appropriate emotion values is then used to determine the | |
| intensity of the expression of the behavior. The description of the behavior | |
| may be embellished with adverbs or modifying phrases based on additional | |
| emotional state, providing "color" to the text. Even when performing simple | |
| actions, a character's hidden emotional state may "leak out". The internal | |
| emotional states and displayed behaviors form a feedback loop: one | |
| character's display may poke the affectors of another character. | |
| Thus, the way in which a character attempts to accomplish his goals may be | |
| influenced by his emotions and those of the other characters. Due to the | |
| complexity of the emotional state of the characters, the sub-plot twists are | |
| unpredictable, and due to the the goals inserted at plot-critical times, the | |
| author can control the overall plot coherence and pace. | |
| EMOTIONS AND RELATIONSHIPS | |
| In creating a model of personality and relationships, one must select a | |
| manageable set of emotion variables. The magnitude of these variables will | |
| define how each character relates to the others. Selecting the appropriate | |
| set of emotions is a surprisingly difficult task. Further, different sets of | |
| emotions are needed for different types of stories. Laurel wrote that | |
| "Aristotle identified sets of emotions that are most appropriate to each | |
| dramatic genre: fear and pity for the tragic form, laughter and ridicule for | |
| comedy, and fear and hate for melodrama." | |
| Crawford's first set of emotions for Siboot was trust, fear, and affinity. | |
| His psycho-linguist consultant, Christa Hansen, proposed good/bad, | |
| strong/weak, active/passive, arguing that this set was more orthogonal. | |
| However, determining a set of truly orthogonal emotional variables is | |
| difficult because real emotions overlap and bleed into each other so much. | |
| Meehan decided to forgo orthogonality for completeness: his emotional | |
| palette consisted of trust, affection, dominance, deceptiveness, competition, | |
| familiarity, and indebtedness. | |
| Each of these emotion values tells how one character feels about another. | |
| Meehan points out that `It's also very important to us to be able to | |
| distinguish "John loves Mary" from "Mary loves John", so that "John loves | |
| Mary" does not contradict "Mary does not love John". The asymmetry of | |
| interpersonal relationships is a great source of social dynamics. From the | |
| storyteller's point of view, such things tend to keep the story lively, | |
| giving rise to new goals all the time.' | |
| In addition to these two dimensional emotions (directed towards other | |
| characters), some one dimensional emotion variables may be created, which | |
| indicate a character's internal emotional state or mood, or personality | |
| attributes that remain constant. Michael Lebowitz, creator of a program that | |
| writes soap opera stories, uses one-dimensional attributes such as niceness, | |
| guile, physical-appearance, and promiscuity. | |
| A WIDER DOMAIN FOR DISCOURSE | |
| In most interactive fiction products, characters are treated as objects. | |
| Most interactions with other characters are limited to making imperative | |
| statements to them (giving commands). True interaction with characters is | |
| impossible in these worlds because the representation of the world is void of | |
| any "interactive media". You cannot talk with them because there is nothing | |
| to talk about. In worlds containing only objects, the only topic of | |
| discourse is the "object economy" (physical objects that may be manipulated). | |
| In order to produce interaction on more human terms, a system must have (1) a | |
| rich representation for emotions, knowledge, and beliefs (an "emotion | |
| economy" and an "information economy", terms coined by Crawford); (2) a rich | |
| set of behaviors that are driven by these new economies; and (3) a rich | |
| grammar for communication of knowledge, events, beliefs, and emotions. These | |
| subsystems must be fully integrated with each other. One would not want to | |
| design-in emotions that cannot influence behavior, or that cannot be talked | |
| about using the input grammar. | |
| To support the economy of knowledge and beliefs, a rich knowledge database | |
| must be constructed. It would contain both static initial data (the state of | |
| the world's knowledge before the start of the game), and dynamic data of | |
| events or information flow as the game proceeds. Each character would have | |
| pointers into this database to indicate the set of his own knowledge and | |
| beliefs. This database may be inconsistent, as some characters may hold | |
| beliefs that contradict the knowledge or beliefs of other characters. | |
| At the center of any Artificial Personality system is an emulation of human | |
| emotions. Besides providing new motivation for believable behavior, emotions | |
| give the characters a new domain for discourse. They may interact on the | |
| levels of physical state, information state, and emotional state. | |
| In designing an interactive story, the designer must keep in mind the | |
| interlocking dimensions of physical state, emotions, character beliefs, | |
| behavior, and communication. One must also keep sight of the vision: | |
| characters displaying believable original behavior and engaging in | |
| interesting, dramatic interaction. | |
| ----- ooooo OOOOO ooooo ----- | |
| REFERENCES | |
| All three PhD dissertations may be obtained from University Microfilms, (800) | |
| 521-0600, at about $50 each. Look up "Poetics" in your library. | |
| Mary Ann Buckles, "Interactive Fiction: The Computer Storygame 'Adventure'", | |
| Ph.D. diss., University of California, San Diego, 1985. Has its moments, | |
| even though the game is over a decade old. | |
| David Graves, "Second Generation Adventure Games", The Journal of Computer | |
| Game Design, vol. 1, no. 2, (August 1987): 4-7. | |
| Brenda Laurel, "Towards the Design of a Computer-based Interative Fantasy | |
| System", Ph.D. diss., Ohio State University, 1986. Defines the vision and | |
| the technologies required to implement it. Read one this first. | |
| Michael Lebowitz, "Creating Characters in a Story-Telling Universe", Poetics, | |
| 13, (1984): 171-194. | |
| James Meehan, "The Metanovel: Writing Stories by Computer", Ph.D. diss., Yale | |
| University, 1976. An AI classic, with implementation details. | |
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