ebook img

Authoring Edutainment Stories for Online Players (AESOP) PDF

22 Pages·2016·1.56 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Authoring Edutainment Stories for Online Players (AESOP)

University of Pennsylvania ScholarlyCommons Departmental Papers (ESE) Department of Electrical & Systems Engineering January 2007 Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP) Barry G. Silverman University of Pennsylvania, [email protected] Michael Johns University of Pennsylvania Ransom Weaver University of Pennsylvania Joshua Mosley University of Pennsylvania Follow this and additional works at:http://repository.upenn.edu/ese_papers Recommended Citation Barry G. Silverman, Michael Johns, Ransom Weaver, and Joshua Mosley, "Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP)", . January 2007. Postprint version. Published inPresence: Teleoperators and Virtual Environments, Volume 16, Issue 1, February 2007, pages 65-83. This paper is posted at ScholarlyCommons.http://repository.upenn.edu/ese_papers/317 For more information, please [email protected]. Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP) Abstract This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in-depth case study that made use of the resulting toolset to create a large interactive drama. We close with lessons learned to date and a look at the remaining challenges: the unpleasant reality that state-of-the-art tools are not yet able to boost the productivity of edutainment authors. Comments Postprint version. Published inPresence: Teleoperators and Virtual Environments, Volume 16, Issue 1, February 2007, pages 65-83. This journal article is available at ScholarlyCommons:http://repository.upenn.edu/ese_papers/317 tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 Barry G. Silverman* Gameplay, Interactive Drama, Michael Johns and Training: Authoring Ransom Weaver Josh Mosley Edutainment Stories for Online Electrical and Systems Engineering Players (AESOP) School of Engineering and Applied Science University of Pennsylvania Philadelphia, PA 19104-6315 Abstract This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 3 and 4 present progress on those tools and an in- depth case study that made use of the resulting toolset to create a large interactive drama. We close with lessons learned to date and a look at the remaining chal- lenges: the unpleasant reality that state- of-the-art tools are not yet able to boost the productivity of edutainment authors. 1 Introduction and Goals Weenvisionafuturewheremanygamesexistthathelppeopletocope withtheirhealthissues,childrearingdifficulties,andinterpersonaltraumas. Further,thesegameswillbesocompellingandeasytorevisethatmanyplayers willfeelcompelledtocontributetheirownstorytotheimmersiveworld—a contributionthatisbothself-therapeuticandthathelpsotherswhoseesome oftheirowndilemmainthatstory.Thiswillbeanindustrythatisconsumer grown,sincetheywillbethecreatorsofnewgamesforotherconsumers.Asa fewofmanypossibleexamples(1)parentswillexperiencewhatotherparents ofhandicappedchildrenhavestruggledwithandovercome,(2)childrenwho arebullieswilllearnwhattheirbullyingdoestootherkids,and(3)people withchronichealthissues(overeating,diabetes,heartdisease,etc.)willlearn whathappenswhenself-denialandpoordietsprevail.Weenvisionthatasin- gleunderlyinggameeditingenvironmentandalterablecastofdigitalcharac- terscanbeusedtofacilitatesuchavarietyofgameswiththerapeuticvalue. Atpresenttherearemanyobstaclestothisvision:(1)thevideogameindus- tryoffersaddictive,immersiveentertainmentandprovidesmostoftheseeds forthisindustrytogrowfrom;however,theirgameshavelittleeducationfo- Presence,Vol.16,No.1,February2007,000-000 ©2007bytheMassachusettsInstituteofTechnology *[email protected]. Silvermanetal. 1 tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 2 PRESENCE: VOLUME 16, NUMBER 1 cusandtheyprovidefewifanytoolsdirectlyreusablein storycreationbytheplayer—andthesecompetingaes- thisniche;(2)thecomputer-basededucationfielddoes theticsneedtoberesolvedifpedagogicalgamesareto produceinteractivetrainingtools,however,theseare achievetheirpotentialingeneral. heavilycorporateandgovernmenttrainingbasedand Morethananyothermechanicofgameplay,anarra- havealmostnoentertainmentvalueandhencearen’t tiveinagameraisestheideaofdestroyingthecentral spontaneouslyfuelingmuchconsumerinterest;(3)the aesthetic—thatplayerscreatetheirownstoriesandthat fieldofmoviesandTVshowwritingcreatescompelling iswhatkeepsthemcomingback.(Mechanicsisaterm charactersthatconsumerscaredeeplyabout,butthis usedingamedesign.Itmostnearlymeans“functional- mediumoffersnochanceofinteractivitythatisvitalto ity”onhowgamepieceswork,orhowthegamefunc- self-discoveryandskilldevelopment;(4)thefieldofhu- tions.)Othergameplaymechanicsmoreorlesshavea manbehaviormodelingoffersinnumerablemodels storyinsidethem,infactcountlessstoriesinsidethem. basedonfirstprinciplesofphysiologyandpsychosocial Further,manyofthesemechanicshavebuilt-inskill dynamics,yetoutsideofafewexperimentalmilitary trainingfunctionsatthesametimethattheypermitun- simulators,thesearerarelyinsertedintoautonomous constrainedplayandinquiry.Forexample,aracingand charactersinvideogamesandinteractivedramas;and chasingmechanicincludeslessonsabouthowtochase (5)thesuccessfuledutainmentofferingstodate(e.g., downbadguysandcutthemofffromescape.Likewise MathBlaster,ReaderRabbit,OregonTrail,etc.)are acombatgamehasbuilt-inweaponfiringandtarget monolithic,nonalterablecreationsoftheirproprietors. damagemodels,plusskillchallengessuchasroomclear- Weneedanextgenerationofenvironmentsthattakes ing,amongothers.Ifoneinvestsintherealismofthese thebestfromeachofthesefieldsandprovidesthe mechanics,theyprovideusefultrainingandtransferable neededcapability.Theelementsofthisenvironment skills(Filipczak,1997;Green&Bavelier,2003).The mostlyexist,buttheyhaven’tbeenproperlyputto- sameshouldbetrueifinteractivedramasarewelldone, getheryet. particularlyifthegoalofthedramaistolearn,rehearse, Webelievethatonecouldtaketheimportantele- andtransferskillsininteractingwithpeople;and/orto mentsthatexisttodayandsynthesizethemintothede- learnhowtopersuadepeopletochangedysfunctional siredcapabilityforAuthoringEdutainmentStoriesfor behaviorsandbythattolearnhowtocopewithone’s OnlinePlayers(AESOP).Providedthegameauthoring ownpoorhealthbehaviorsbeforetheybecomeareal toolbox(whatwecallAESOP)isusableanduseful, worldproblem.Thatis,dramasareessentiallydialog thengameauthorswillbeabletowriteabouttheirsitu- games,andhenceonemusttakeextraprecautionsto ationsandgameplayerswillbenefitfromimmersively avoiddamagingthegameplayaesthetic. experiencingandseeingtheproblemsthatothershave Itisalsoafactthatstudentslearnthemostandretain hadtodealwith.Thefirstgoalofthisresearchisthusto itthelongestwhentheymustteachatopictoothers explorealternativewaysforagamegeneratortohelp (Gibbons&Fairweather,1998;Reigeluth,1999).One authorsintroduceentertainmentandfreeplayintorole alwayslearnsasubjectbetterifoneisconfrontedwith playinggamesandinteractivedramasthataretraining beingtheteacherratherthanthestudent.Soami- interventions. croworldcouldbequiteapowerfultrainingdevice Thisgoaliscompoundedsincelearnerorientedgame ifitaffordsteachingopportunities,orevenbetterifit designsareoneofthemostdifficultareasindeveloping thruststheplayerintoroleswhereothercharacterswill videogames.Firstoff,althoughtrainingrequiresplayers bevulnerableanddependentontheplayertoteachfor toprogressthroughstories(pedagogicallyvaluablesce- asuccessfulconclusiontobereached.Whyshouldthe narios),atitsheartgameplayisnotaboutinteractive playercaretobecomeateacher?Whatcandrivethem fictionthoughtherearethosewhobuyinteractivefic- toreachthisleveloflearning?Peoplereflectthiskindof tiongames.Interactivedramaisallaboutstorytelling passionforvideogamesandatthemovies.Whengame fromtheauthor,whilegameplayismuchmoreabout mechanicsworkandwhencharactersarelikable,players tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 Silvermanetal. 3 (viewers)achieveenormousempathyforthecharacters Itisworthpointingoutthat,fornow,wemadea (Decker,2002;Hopson,2001;LeBlanc,2002)andare consciousdecisiontobasethiscastandsetsaround2D, willingtogotogreatlengthstosavethemandtohelp hard-edgedcel-basedanimationsinceresearchhas themworkouttheirproblems(e.g.,asin“God”games shownthatsubjectswithhealthbehaviorchangeissues suchasTheSIMS,virtualPetz,andTamagotchi),and oftenallocatelittlecognitiveprocessingtohealthmes- togoonquestsontheirbehalforassisttheminshifting sages,andfeelgreaterconfidenceaboutbeingableto theirbehaviorstomoresuccessfulmodelssuchasinrole processandconquermessagesetsintroducedincartoon playinggames.Inthesemilieus,playersrevealwilling- formats(Green&Brock,2000).However,theunderly- nesstolearnskillsthatwillhelpthedysfunctionalchar- ingtechnologyalsosupports3Danimation,asisusedin acterstocope. ourUnrealTournamentgameformilitarytraining. Atthispoint,letusrestatethefirstgoalasresearching Inaddition,wechoseafinitestatemachine(FSM) ageneratorthatpermitsauthorstocreateinteractive approachasthebasisforourdialogmodelandour roleplayinggamesthatpreservethecentralaestheticof scriptwritingapplication.TheFSMsmayberepresented gameplay,thatutilizestealthlearningandself-discovery visuallywithinadirectedgraphortree.Edgesrepresent inmicroworldsfortrainingandbehaviorchangepur- thevariousdialogchoicesavailabletotheuseraftera poses,andthatincorporatelearningbyteaching.Asec- givennodeplaysout.Eachnodecontainsbothdialog ondgoalistoprovideahighlevelgraphicaluserinter- andanimationinstructionsfortheavatarandnon-player faceforthegenerator,andbythattoinsulateauthors characters(NPCs)tocarryoutandthatmaybeacti- fromhavingtolearnagameengine’sdetails.Acorollary vatedinparallel.Thisapproachallowedourwritersto tothatgoalisthatthegeneratormustitselfbekept choreographtheanimationofmultiplecharactersto fairlysimpleifthelaityistosucceedinusingit. occursimultaneously.TheAESOPgeneratoriscur- rentlyimplementedtohelpauthorswiththesimple FSMapproachandsothatitcanencapsulateanddeliver 2 Creating Stories with Free Play theinteractivegametootherdevicesthatdisplayand trackgameplay.Section3willexplainthisstructurein Asalreadymentioned,weareseekingtosetupa moredetail.Beforethat,however,itisimportantto generatorthatcanexposeconstructsandparametersof furtherexplorehowAESOPseekstosatisfythefirstde- astoryworldsothatnewinterventionsmaybemore signgoal. readilyauthoredthatpromotefreeplayandentertain- Wefreelyadmittoseveraldesignbiasesinourap- mentwithinanarrativestructure.Tosupportthisre- proachandmakenoattempttojustifythese.Theyin- search,weareattemptingtoproduceacastofanimated clude: puppetsandsets(introducedinwhatfollows)inaway thattheycanbereusedformanystoriesthisisour ● adesiretotry(2D)graphicsratherthantextonly; (thirdgoal).Thisistheideaofacomposableandreus- ● abeliefthatthetensionbetweenentertainmentand educationcanberesolved; ablestoryworld,includingdigitalsets,castmembers, andCampbellianarchetypesthatcanbeadaptedand ● abeliefthatitispossibletoauthorhighlybranch- ing,interactivestoriesthatarecoherentandsensi- extendedforfurthersequelsnotevenyetanticipated. ble. Ourideasforreusablecastsandarchetypesfollowfrom worksuchasCampbell(1973),Decker(2002),and Propp(1968),aswellashowtheyareusedinfranchise 2.1 Narrative Intelligence games,comics,andserials.Weincludecharactersofdif- ferentages,genders,andbackgrounds/ethnicities,and Thefieldthatsomerefertoasnarrativeintelli- intherolesofhero,sidekick,allies,opponents,trick- gencehasrecentlyproducedanumberofrichideasfor sters,lovers,andsoon. incorporatingnarrativeintogameworldswithouttotally tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 4 PRESENCE: VOLUME 16, NUMBER 1 sacrificinggaming’scentralaesthetic.Inthisresearch, gamefieldtodatetendtoapproachthisconcernbyin- wesynthesize,adapt,andextendseveraloftheseideas terspersingfreeplay/inquiryandplayerstorycreation asthissectionwillnote.Noneoftheliteraturetodate withplayer-selectedchoicepointsforadvancingthe hasdirectlyaddressedthetopicoflearningbyteaching, story.Atthesechoicepoints,theplayerapproaches sothisplacesusinanewrealmthatdrivesourinquiry. charactersorotherdevicesthatrevealmoreoftheau- Also,verylittleifanyofthenarrativeintelligencere- thor’sstoryandthatadvancethemtothenextsceneof searchtodatehasaddressedhowtoassiststoryworld thedrama.Inthismanner,adramaeventuallyunfolds. authors,soseveraloriginalcontributionsareneeded Somesuccessfulexamplesofthisblendingofstoryand hereaswelltotrulyrealizeourresearchgoals.Weare gameareGrandTheftAutoandDeusEx,amongoth- creatingtheAuthoringEdutainmentStoriesforOnline ers. Players(AESOP)generatoraspartofthisresearchand SimilartothisistheapproachbeingtakenintheAr- areseekingtohaveitassistwithauthoringconstructsas my’sMissionRehearsalEnvironment(MRE;Swartout F1 portrayedinFigure1andasfurtherdescribedinwhat etal.,2001);however,unlikethepopulartitles,this follows. approachisconcernedwithimpartingdoctrinallycor- Fromtheplayer’sperspective,whentheyencountera recttrainingobjectives.TheMREapproachrequires storyworldsuchasinFigure1a,theydonotwishtobe authorsto(1)deconstructthestoryintothesmallest placedonmetaphoricalonrails—astorylineforcingthe parts(scenenodes)whereautonomouscharacterand playerdownanarrowpaththatisauthorspecified.For playerfreeplaycanbepermitted,and(2)toidentify example,Figure1ashowsfourareasoftownwhere graphtransitionsthataregateconditionsfortriggering scenes(andtrackingobjectives)exist.Onecanlinearize scenesand/orforallowingscenestobeomittedwith- theworldorallowtheusertomeanderinandoutof outlossoftrainingvalue.Thisapproachpermitsthe thesefreely.Thebestnarrativesolutionsfoundinthe playertoexploreanoderepeatedly,gettingbetterwith eachtryandthroughexitnodefeedback.However,this approachisfordoctrinallycorrecttrainingthatrequires repetitionforimprovement. Inthecurrentresearchweareinterestedinlearning byteaching,inmentalmodeltransfer,andinbehavior shiftingasmentionedearlier.Thisrelaxestheneedto repeattheidenticalscene,andaffordstheopportunity forscenestoholdsurprisingplotreversalsifyouplay themdifferently.Forexample,Figure1bzoomsusin onaplotordialoggraphforasamplesceneorquestof thestoryworld.Herethenodesandedgesareasde- scribedfortheFSMinthepriorsection.Dependingon theplayer’spersonalgoals,entertainmentobjectives, styleofplay,andconfidence,amongotherfactors,they maydecidetopursueverydifferentavenuesthrougha scene’sdialoggraphandinfactthroughtheentirestory world.Thiscanbebotheducationalandentertaining. MonkeyIslandisanexampleofatitlethatincorporates argumentationtacticsinthismanner,thoughinthat titlethereisonlyoneoutcomeandpathoutofascene Figure1. Sampleinsertionpointsfornarrativeintelligenceto regardlessofdialogchoices.PopulargamessuchasCivi- minimizeperceptionsoflimitingfreeplay. lization,Black&White,andEverQuest,inturn,have tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 Silvermanetal. 5 richeroutcomepossibilitiesandlettheplayerlearn Therehavebeenanumberofinvestigationsintocon- abouttheworld’semergentnatureandhowtheyhave versationswithautonomousagentsoutsideofstories tolivewiththeworldstheycreateandthepersonasthey and/orinfixedplotgraphsandtheirfindingshavepo- project.Inallthesegames,linesofintellectualinquiry tentialhere.Someoftheearliestworkdealtonlywith haveconsequencesanddiscoveriesresultfromexplora- simpleanimationandkinestheticissuessuchasbreath- tion. ingandblinking,lipsynching,andfacialexpressions— Thesametypesofexplorationcanexistinpedagogi- thingswelabelasthepresentationlayerinFigure1d callyorienteddialoggraphs.Earliereffortsintroduce (e.g.,seeLasseter,1987).Moreintriguing,however,is suchpossibilitiesbyprovidingsidecharactersthatcoach workonthehigherlayersofFigure1dandhowthey andcajoleaplayerbacktothepedagogicallypreferred mightbeintegratedintodialogplotsassuggestedin path(Marsella,Johnson&LaBore,2000;Silvermanet Figure1c.Wedefinethesimulationlayerofanagentas al.,2001)ofadialoggraph.Inthetypesofstoryworlds howitperformsintheworld,forexample,navigation, wecurrentlyenvision,however,thelearningcanbejust collisionavoidanceandcollisiondamage,andphysio- aseffectiveifacompanion,sidekick,or“windowchar- logicalneedsandhealthneeds.Insomecharacters,we acter”regretsaloudtheplayer’sdecisionsandthenon embeddedanumberofvalidatedreservoirmodelsof itsowndirectlyperformsthedysfunctionalcharacter bodyorgansandfunctions(Silvermanetal.,2002). trainingandpersuading(Decker,2002).Intheory,the LessrealisticmodelsarewidelyusedinpopularGod playershouldevenbeabletoadoptapotentialstory- games;however,thereisneveranystorydesignedinto worldantagonist’scausesandbeentertainedbyhelping it,andplayersmerelyascribestorywhenuncorrelated tosupporttheantagonist’sobjectivesthroughoutthe eventsarise.Inourworktheseeventuallyareintended storyworld,yetsuffernolossoflearningasaresult.Us- toprovidemanypotentiallyengagingtrainingdialog ingthistechniqueofgameplay,wearefindingthatsuch opportunities,particularlywithcharactersthatattempt dialogplotregionsandtheresultingopportunitiesto todenyormislabeltheirsymptoms,riskfactors,and tryout“bothsides”ofaconflictcanenhancethedrama lifestylehabits. andhelpboostreplayability(seeCaseStudyofthispa- Likewise,thebehaviorlayerinvolvescharacters’emo- perandSilverman,Johns,&Weaver,2003). tionsandmotivations,planning/choosingstyle,and Thereasonplayerscanadoptthecauseofeitherside generalpersonalityvariablesincludingcopingmodes. andpotentiallysuffernolossoflearningistiedtohow Oneideahereistoallowthemoodsandpersonalitiesof welearninstories.Instorytellingtheory,thelisteners, thenon-playercharacters(NPCs)toresponddynami- orparticipants,areviewedascontainingsignificantun- callyandemergentlytodirectplayerinteraction.The derstandingandknow-howalready,andthestoryisbut NPCsincludeparameterizedmodelsofautonomous, afusetoignitetherecipientsintosynthesizinganew emotivebehavioranddifferenttypesofresponsesto conceptualizationforthemselves.Thisisalsoconsistent playeractionsordialogs.TheVirtualTheatreProject withpersuasiontheory,suchasinthePersuasionLikeli- (Hayes-Roth&Rousseau,1997)hasexploredthiscon- hoodModel(Petty&Cacioppo,1986)whichstates ceptforfixedplotgraphsandshownthatplayersper- thatrationalargumentsareunlikelytopersuade.Rather ceivesignificantdramaticvariabilityandstory-creating itistheperipheralcuesthataremodeledthatconvince potential,eventhoughtheplotisfixed.Anearlyproto- theaudience.Thusthemanymoviescenesofactors typeofHeartSenseGamehaslikewisedeployedanau- smokingduringorafterasignificantactivityhavefar tonomouscoach/companionthataltersitsmood, morepowerthanallthepublichealthmediacampaigns emotion-directedutterances,andphysicalexpressionsas layingouttherationalargumentsaboutadversehealth afunctionofwheretheplayerstraysintheplotordia- effects.Aslongasaninteractivedramasuccessfully loggraphandfoundthisreducesplayerdifficulties(Sil- modelsthedesiredhealthbehaviors,thetheorysuggests vermanetal.,2001).Inthecurrentresearchwehave theplayerwillpickuponit. eliminatedovertcoaching,butareconsideringthisidea tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 6 PRESENCE: VOLUME 16, NUMBER 1 forkeycharacterssotheyaltertheirpersonalityeach agentinthestoryworldintheformofFSMsthatare timeyouplay.Thisinturncouldfurthertheperceived senttothegameengine.WiththeuseofanXMLinter- playervariabilityandsenseoffreeplay.Italsowould face,theAESOPeditorsuitebecomesengineindepen- meanplayersmustuseadifferentpersuasionstrategy dent.ItsFSMscouldintheorybeplayedbyanyofa eachtimetheyreenterascene. varietyofgameenginesthatrunNPCsandavatars.Fig- Silvermanetal.(2002)demonstratehowanumberof ure2overviewsthatarchitecture,andthediscussion F2 modelsfromthepsycho-physiologicalliteraturerele- thatfollowsprovidesfurtherdetails. vanttothesetwolayers(simulationandbehavior)can Whenbuildingapieceofedutainment,thegenerator contributetomakingagentsautonomousandneed- mustsupporttheentiregroup,includingtrainingcon- reservoirdrivenintheircopingstylesandemotivedeci- tentdevelopers,storywriters,andgameauthors.Agoal sionmaking.ThisisanattempttomovebeyondBates’ ofthisresearchwastostudyoneortwosuchgroupsas believableandbroadagents(Mateas,1997)intothe theyattemptedtocreateanedutainmentsystem,elicit realmofreliablemodelsofhumanperformancecali- theirdesignprotocolsandintermediategamerepresen- bratedagainstfielddata—anareawherelearningsys- tations,andtotryandcraftageneratorenvironment temsmustdepartfromentertainment. thatmightbettersupporttheirmutualandcollaborative Afinalissuefacingstorytellinginsimulatedworldsis efforts.Inthelatter,wewerehopefulofplacingvarious thatitforcestheplayerintowhatisarguablytheworst toolsandversionsofageneratorinfrontofthemto furthertherequirementsoftheobservationandelicita- sideofhuman-computerinteraction,thatofthecom- tionprocessandtostudyenvironmentdesignconcerns. puter’spoorconversationalcapabilities.Aswithvoice Whereandwhenwedidnothaveaspecificallyneeded menusystemsonthetelephone,themachine-generated tool,weintendedtosupporttheneedmanually,bydi- voicesarestilted,theirabilitytohandlenuancesispoor, rectlyprogrammingtheauthoringneedand/orgame andtheyoftenmisunderstandthespeaker.Uptonow mechanic.Inthisfashionweareengaginginatradi- wehaveusedatexttospeechsystemduringauthoring tionalspiralsoftwaredevelopmentoftheAESOPgener- butreplaceitwithactorvoice-oversoncethepartsare ator. finalized.Wecompletelyavoidthespeechrecognizers Intermsofspecifics,theleadauthorofthispaper andinsteadrelyondialogmenus,whichraisesseveral servesasprincipalinvestigatorofboththeAESOPgen- difficulties.Specifically,theriskofdialogmenusisthat erator(Silverman,Johns,etal.,2003)andtwoedutain- thedesignerhasneglectedtoincludeoptionstheplayer mentprojectsthataremakinguseofit—theHeart wouldliketoseevoiced,oriftheyarevoiced,hasn’t includedmechanicsintheothercharacterstosupport theideaintheplayer’shead.Sofarinthecasestudy, however,wehavenotencounteredthisdifficultyand believethelargedegreeoffreeplaymentionedinthis sectiontendstominimizethedialogmenurisks. 3 The AESOP Generator AESOPisintendedasafrontendauthoringaid thatincludesplotanddialogeditingGUIs(graphical userinterfaces),storyworldtemplates,palletesofreus- ableparts,digitalcastmembers,autonomousbehavior Figure2. ArchitectureoftheAESOPgeneratorthatsupportsthe modules,andreusableart/animationassets.Itsoutput threegoalsofcreatingpedagogicalinteractivedramaswithreusable isautomaticallyparsedintoXMLinstructionsforeach casts/objectsandinsulatesauthorsfromcommercialsystems. tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 Silvermanetal. 7 SenseGame(HSG)roleplayingdrama(Silvermanetal., actersrepletewithgrowingstoresofgestures(Flash 2001)andarecreationofMogadishu/BlackHawk movies)andactionsonecanassignwithamouse-click Down(BHD)crowdscenesforafirstpersonshooter tothecharacterpuppets(seeSection3.2).Oneauthors scenario(Tothetal.,2003).Thispaperfocusesprimar- dialogandactioninthegrapheditortool.Thispro- ilyontheHSGandDirectorversionoftheAESOP ducesscriptsintextandgraphmarkuplanguage(GML generator;thoughdiscussionattimeswillmentionfea- orXML)thatareinstructionsetsorFSMsthattheen- turesandlessonsoftheotherapplications. ginecanrunontopofDirectorwiththehelpofatext TheHSGstartedlastquarter2001,andsincethat tospeech(TTS)processorandthelibraryofFlashmov- timetheHSGdevelopmentgroupmetattimesweekly iesforeachcharacter’sgesturesandactions.Thusthere andatothertimesbimonthlyfor90minuteface-to-face isnoneedtoprograminDirector,anddevelopersau- designbrainstormingandfeedbackdiscussions.The thorroleplayingdialogscenesandwatchthemacted contentoftheseinteractionsisdescribedinthecase outwiththepushofabutton,providedtheydonot study(Section4).Thisgroupincludedsixfacultyinves- expectgesturesandactionsthatarenotyetintheFlash tigators,twograduatestudentresearchers,attimesup moviestoresforeachcharacter. tonineundergraduatedigitalmediadesignandsystems Attimeswehaveincludedautonomousemotive engineeringstudents(helpingwithart,animation, agentsinearlierversionsofHSG,agentscapableof sound,voice-overs,etc.),andonejuniorandonesenior emergentbehavior(Silvermanetal.,2002;Silverman, screenwriter(part-time,freelance).Theyweresupported Johns,etal.,2003),whiletheBHDandotherapplica- inbetweenmeetingsviaavarietyofcollaborativetools tionsmakesubstantialuseofsuchautonomy.Theseare includingthreadedchat,web-basedftprepository(or- NPCagentsthatoperatewiththeirownbehaviorgoals, ganizedintosub-teammemorybins),emaillistserv,and standards,andpreferences,andthatcanreacttoand generalemail.Threadedchatwashighlyusefulatthe effectthedramaandtheplayer.Thecurrentarticle outsetfordiscussinglearningobjectivesandgameme- omitsdiscussingthesecharacteristics,butwehavenu- chanics,but,asthethreadedconversationsgrew,people merouspapersonthistopic(e.g.,seeSilvermanetal., foundthemcumbersomeandresortedtoemailanddi- 2002andSilverman,Johns,etal.,2003,amongoth- rectmeetinginstead.Theftprepositoriesfolloweda ers),andwecontinuetoworkonthechallengesofinte- similarpattern. gratingauthor-drivenvs.agent-drivenstoryelements. Figure2showstwoboxeslabeledEditorSuiteand Engine.Varioustoolswereplacedintotheseboxesand 3.1 GraphEdit Tool evaluated/improvedovertime,assubsequentsections ofthispapersuggest.Asanoverviewofthatdiscussion, OurFSMeditorisamodifiedversionofVisual theplotmap(acts,scenes,etc.)andcharacterbacksto- GraphsforJava,developedatAuburnUniversity.To riesstartedastext-onlydescriptions,evolvedtoaman- facilitateourparticularneeds,thesecondauthorofthis uallyfilledinmultimediasetofwebpages(www.seas. paperaddedcustomdialogboxesforthedatawema- upenn.edu/(cid:2)barryg/heart/index.html),andisnow nipulate,andaddedsupportfortheXMLoutputre- targetedtobecomeaninteractiveeditorthatwillassist quiredbyourgameengine. inmerginglearningobjectiveswithstorywritinggoals. Inourgraphs,nodescontainuninterruptibleseg- Theearliestversionsofthebranching,interactivedialog mentsofstorytelling,andedgescorrespondtothe scriptweretable-basedwhichwasthenreplacedbya choicesgiventotheuseraftereachnodeplaysout(see directed-grapheditor(Section3.1).Theearliestver- Figure2).Withineachnodeisasetofbehaviorsas- sionsofthegameengineexistedpriortotheartwork/ signedtovariouscharacters,arrangedasatree.There Flashmoviestoresandutilizedstickfigures(withtextto areelevenpossiblebehaviors,themostcommonbeing: speech)toactouttherolesanddialogfromthescript. 1)SOUND,whichcausesthespecifiedcharactertolip- Subsequentversionsincludedalibraryofsetsandchar- synchalineoftexteitherdefinedbyawavfileor,failing tapraid4/z92-psen/z92-psen/z9200107/z922006d07a sangreyj S(cid:1)9 11/17/06 22:33 Art:z92-2006 8 PRESENCE: VOLUME 16, NUMBER 1 Figure3. IllustrativescreensofthegraphEdittoolforconstructingbranchingdialogandaddingchoreographicandmultimediainstructionsto FSMs. that,atext-to-speechgenerator;2)ACTION,which beginwithaspeechbehaviorforJack,andthenaddtwo causesthecharactertoperformsomespecificanimation; childnodes:oneforJoe’sreplyandoneforhisgesture. or3)MOVE,whichcausesthecharactertophysically SincebothbeginafterJackstopsspeaking,theywillex- movefromonepositiononthescreentoanother. ecuteatthesametimeandJoewillspeakwhilewaving. Whenonebehaviorfinishes,allofitsdirectchildrenare Figure3showsourdialoggraphauthoringtool.The F3 executedinparallel.Thisallowsforauthorstospecify mainscreenshowsthestructureofthegraph,with thetimingofvariouscomponentsofascenewithout edgesrepresentingtheoptionspresentedtotheuser knowingspecificdetailsabouttheartorvoiceassetsthat andnodes,asdescribedabove,containingthebehaviors willeventuallybeputinplace. thatresult.Overlappingthiswindowinthelowerleftis Oncethetoolisutilized,onecansavethegraphout thenodeeditingdialog,inwhichthebehaviortreefora toXMLformatwhichwillbeusedbythegameapplica- givennodeiscreated.Finally,inthelowerrightisthe tionandengine. behaviorpropertiesdialog,whichgivescontrolover SupposewewanttocreateasceneinwhichJacksays specificaspectsofeachbehavior.Forexample,agesture “Hello,”andJoereplies“Hi”whilewaving.Wewould behaviordialogcontainsamongotherthingsalistfrom

Description:
Edutainment Stories for Online Players (AESOP)", . January 2007. By providing these capabilities inside an interactive drama generator, we believe
See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.