Balancing Plot and Character Believability
by Reasoning Out-of-Character
Jeroen Linssen
Human Media Interaction
University of Twente
j.m.linssen@utwente.nl
http://jmlin.eu/phd
Introduction
▪ Context: serious game for social awareness training ▪ Target group: police officers
▪ Scenario: confronting loitering juveniles
▪ Research question: How can plot and character believability be
balanced in a serious game?
▪ Proposed solution: Out-of-character reasoning enables virtual
characters to adapt the story towards a good plot.
Out-of-character reasoning
▪ Emergent narrative: a narrative emerges from the joint behaviour of
the autonomous characters in a storyworld. ▪ Are these stories interesting?
No, not per se!
▪ Use out-of-character (OOC) reasoning to guide the behaviour of these
characters.
▪ Preliminary implementation in the
Virtual Storyteller, an interactive story generation system.
▪ Inspiration: improvisational theatre.
▪ Actors create a story on-the-fly by reasoning about which actions would be interesting (e.g., comical or dramatical) for the story.
▪ In their mind, they step out of their character role and think about the possible effects of their actions on the story.
Conflict
▪ My proposal: let characters use OOC reasoning to let the conflict escalate.
▪ The player reflects on the experienced story and gets insight into how his actions led to this outcome.
Interpersonal circumplex
▪ Leary’s Rose: a model that divides
interpersonal stances in the
dimensions of dominance and friendliness.
▪ My proposal: virtual characters use this model to reason OOC to adopt an IC stance that opposes that of the police officer.
▪ Example below: a police officer has a friendly-submissive (cooperative) stance toward a juvenile.
▪ OOC the juvenile adopts an
opposing hostile-dominant stance (attacking).
▪ When the character behaves according to this stance IC, the conflict will escalate.
Story arc
▪ My proposal: give characters
OOC knowledge about story arcs. ▪ The climax and resolution of a
conflict give feedback about the effectiveness of the police officer’s approach.
▪ The characters monitor the
conflict and when the resolution is not as desired, they can reason OOC to intervene.
Expected results
▪ Serious game through which police officers improve their social awareness.
▪ Virtual characters that reason out-of-character to: ▪ Adapt the story to the player’s behaviour
▪ Make sure the story follows a story arc
Character Actor I am a loitering juvenile
I just wanna hang around!
Can I help you find a
different hangout place?
He is *cooperative*
I will be *attacking*
Get out of here or I’ll call my friends!
Come to the police station with me!
He did not adapt approach
‘Bad’ ending I’m not coming with you!!!
co mpetitiv e atta cking rebellious withdr
awn following
cooper ativ e helping leading Dominance Friend-liness introductio n climax resolutio n Impact Time Personal PhD blog http://jmlin.eu/phd Virtual Storyteller http://hmi.ewi.utwente.nl/~theune/VS/ Linssen, J. M., & Theune, M. (2012). Using Out-of-Character Reasoning to
Combine Storytelling and Education in a Serious Game. In Proceedings of the 1st International Workshop on Pedagogically-Driven Serious Games (PDSG 2012). CEUR Workshop Proceedings, Aachen. ISSN 1613-0073.
http://www.commit-nl.nl
http://www.utwente.nl
Promotor
prof. dr. Dirk Heylen
Co-promotor dr. Mariët Theune