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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

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