Complex Character
Model for a Non Player AI Character for Interactive Narrative Discourse
Hee Holmen
Department of Communication, Business and Information Technologies, Roskilde University,
Universitetsvej 1, Roskilde, Denmark
Keywords:
AI and Creativity, Interactive Narrative, Interactive Comics, None Player Agency.
Abstract:
Non Player Characters (NPC) in Interactive Drama, Fac¸ade, are built based on the Believable Agent model.
This model is made for effectively managing character behaviour, as believability is expressed by visible
actions. Yet NPCs in Fac¸ade do not render their ’rich characters. The dialogues do not respond well enough
to express any complexities the characters may have. For dramatic narratives, authors in Interative Narrative
(IN) need ways to reveal complex characters. How can AI be used to build a complex character for interaction?
More importantly, how should these complexities be revealed to the reader? This paper proposes design
contexts for a complex Non Player Character (NPC) for the interactive comics framework, Cyber Comix.
1 INTRODUCTION
Interactive Narrative (IN) research has two main
problems: practical and theoretical. These problems
can be related the early ideal model of what an IN
system could be, represented in Murray’s Holodeck
(Murray, 1997). Holodeck is a fictional, virtual simu-
lator from TV series Star Trek. In Holodeck, the user
is in a photo-realistic fantasy theatre where all his en-
tertainment whims are met by Holodeck, be it a plot
change or interaction with characters in the story. One
of the practical problems of Holodeck-like systems is
that the storytelling is taking place in a 3D virtual en-
vironment. This constrains IN under the monstrous
task of managing animation in real time play.
Photo-realistic, animated visualization is techni-
cally possible, yet practicality it is a bottleneck be-
cause such technology requires most of the technical
resources in a production (Aylett et al., 2011). This
practical handicap prevents individual artists from
taking part in developing IN in general, simply be-
cause the complex technology is limited to highly
educated experts in computer programming and an-
imation. If we consider two IN systems developed
after Holodeck ideal, Fac¸ade (2005, in 3D on PC)
and EmoEmma (2009, in CAVE VR), most of their
research resources are used for managing 3D anima-
tion, which is more of a representational technology.
It is not surprising that none of the prototypes are
replicated outside of the lab. The efforts to realise
the ideal model of Holodeck should not be underesti-
mated. However, we could acknowledge that IN is not
limited to a 3D animated virtual environment. This
paper investigates an alternative graphical narrative
medium that is not necessarily animated, yet suitable
for IN systems. This may invite more participation
from general authors in developing IN. Disregarding
animation may be considered drastic by some, how-
ever I argue that the boundary of storytelling is much
bigger than animated expression, and it needs to be
explored.
A theoretical problem in IN research is that the
discussion of interactivity for narrative discourse is
user-centric: how the user benefits from interaction.
We know that users benefit from increased presence,
sense of agency, and pleasure of navigation in sim-
ulated interaction (Murray, 1997), (Carlquist, 2013)
as well as understanding what kinds of players they
can be (Aarseth, 2007). However, we know very little
about what interaction means for the authors. How
can interaction serve the narrative discourse? Should
the author make up a story first and translate or adapt
interactivity for the users without any artistic bene-
fits? In this regard, the author has been marginalized
as someone who must give up narrative control and
is in conflict with the user who wants more freedom.
This might be considered a misplaced claim, as we
did not seriously consider what interaction means for
creating narrative discourses from the author’s point
of view. For example, if we look at interaction as an
expressive form for storytelling, we may have differ-
ent ideas regarding what benefits the users as well.
563
Holmen H..
Complex Character - Model for a Non Player AI Character for Interactive Narrative Discourse.
DOI: 10.5220/0005283505630568
In Proceedings of the International Conference on Agents and Artificial Intelligence (ICAART-2015), pages 563-568
ISBN: 978-989-758-074-1
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
The top-down approach in present IN practice can
be summarised as: here are what users like to do in
interactive narrative, make up a story that produces
such interaction. Narratives found in computer games
seem to be just such practices. This may lead authors
to limit their creations, as well as discourage potential
authors from participating.
To address both aspects to the benefit of authors,
the Cyber Comix framework is developed (Holmen,
2014a); proposing an accessible technology in graph-
ical IN, and testing a different interaction that may be
artistically interesting for a discourse. The research
question regarding this paper is: how to reveal com-
plex characters in interactive narrative discourse?
Cyber Comix uses 2D comics (non animated)
graphics for IN system, and a chatbot character to
interact with. A user is role-playing in interactive
comics, and can type in dialogues to have conversa-
tions with a Narrative Non Player Character (NNPC)
within a narrative discourse. The interaction is con-
versational, and the focus of the IN research is how
to build a knowledge base for a complex character
in AI. In this paper, I will investigate a previous IN
system, Fac¸ade, and its character model of Believ-
able Agency, and propose a Complex Agency model
to improve expressing characters’ interior world.
2 NEO ARISTOTELIAN
THEATRE V. MODERN
LITERATURE
When PC and internet technology advanced in the
1990s, New Media was noted for its interactivity
and user controlled content. 3D Computer Generated
Images (CGI) technology also presented new possi-
bilities to build photo realistic 3D virtual environ-
ments. New Media’s hot trend was a VR system, also
known as CAVE, where a user experiences and in-
teracts in 3D virtual world. With this development,
Brenda Laurel proposed an IN model based on Neo-
Aristotelian Theatre (Laurel, 1993). As New Me-
dia world can be placed in a 3D virtual environment,
interaction and storytelling are also constrained by
3D physicality. A traditional theatre, another narra-
tive medium constrained by a physical world, seemed
to be a natural place to start. Neo-Aristotelian the-
atre emphasises plots (events, actions) over charac-
ters (Mateas, 2001), (Szilas, 2004), (Murray, 1997),
(Abbott, 2008). As on the stage, characters are meant
to be shown, and acted upon, to serve the plot. Be-
haviours (actions) of characters should be believable,
not to break the natural action. Aristotelian theatre
is about what events take place, not what charac-
ters do. The kind of stories it can tell is different
from other narrative media. For example, Abbott ex-
plained that the narrative (literary) tradition has long
been shifted from plot-oriented Aristotelian to char-
acter oriented since the 19th century(Abbott, 2008,
p.130-133). Modern narratives are about revealing
complexities of characters. In the literary tradition,
the author employs focalization, free indirect style,
and inner monologue to express complexities of hu-
man nature (Ibid.p.70-79). These are also important
tools for authors in other narrative media. Film, an-
other New Media, started as filmed stage, but found
its own expressive tools to reveal complex characters:
montage, camera angle, narration, frame composition
among others. Thus, we may expect to have similar
tools of interaction to reveal complex characters in IN.
3 FAC¸ ADE: NEO-ARISTOTELIAN
THEATER AND BELIEVABLE
AGENCY
Mateas and Stern’s Fac¸ade is a landmark achievement
in IN research. It is the first, and presently only, work-
ing prototype that is still available for general users.
Mateas based his model on Laurel and Murray’s
Neo-Aristotelian theatre (Mateas and Stern, 2002b),
(Mateas and Stern, 2003), (Mateas and Stern, 2006)
The characters’ behaviour is driven by the progress
of the plot, and they should generally be believable.
Fac¸ade is an important example of dramatic story-
telling that used conversation as interactive method.
It is necessary to exam how Fac¸ade express rich char-
acters, and why it may not succeeded.
Fac¸ades plot is that the user, an old friend of the
NPCs (Trip and Grace, a couple), visits for a drink.
Soon he is faced with marriage trouble. The user may
play marriage counselling, however, the plot options
are clear: break up or reconcile. The user does not
have an avatar, and uses type-in dialogue to interact.
NPCs will reply with pre-recorded audio dialogue.
Fac¸ade has succeeded in the following:
Procedural storytelling: the story and NPC action
are made up dynamically along with the user in-
put.
Murray’s idea of structuring the user agent as a
visitor.
Managing natural reactions (in real-time anima-
tion) of NPCs.
Natural Language based interaction.
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Simulating Neo-Aristotelian theatre Interactive
Drama model.
Fac¸ade is designed to be short and intensive, with
a play duration of 20 minutes. Mateas envisioned
Fac¸ade as a work of art, which the user will experi-
ence a ’strong agency’ when played the first time and
would want to replay again to explore the rich char-
acters and drama intensive plot (Mateas, 1999). How-
ever, a user experience evaluation in 2012 revealed
that users’ story experience (curiosity, suspense, and
identification) does not change between the first time
and the second (Roth et al., 2012). This means that
users of Fac¸ade did not benefit in the narrative ex-
perience from the repeated opportunity. Journalistic
writings about Fac¸ade often mention how the users
realize soon that he does not influence the plot or NPC
behaviour, and soon try to test out the system by act-
ing extreme.
The causes for the failure of Fac¸ade as dramatic
narrative can be various, however, this paper will fo-
cus the main problem: NPCs.
NPCs in Fac¸ade do not have capability to carry
conversations outside of the plot’s topic.
The plot is rather predictable: a couple is break-
ing up. To make the narrative interesting, we need
complex characters. Trip and Grace might have rich
characters, but the user does not have access to them.
The user can not engage in any meaningful conver-
sation with NPCs, nor are events designed to express
the complexities of characters. Then, what happened
to the rich characters Mateas envisioned?
In Fac¸ade, AI was applied to two system tools:
one for story making (procedural story), and another
for managing NPC reactions. The keywords for NPC
can be believability, expressiveness, and emotional re-
actions(Reilly and Bates, 1992), (Mateas and Stern,
2002a). The term Believable Agent was defined in
the OZ project at Carnegie Mellon University, which
developed programming languages, Em and Hap, for
automated emotions and actions (Bates et al., 1991).
The Believable Agent took its cues from narrative
psychologists, who argued that agents will be more
comprehensible if their visible behaviour is structured
into narrative (Mateas and Sengers, 1999). For Bates,
Reilly, and Mateas, believability of a character should
be expressed by clearly visible action. Thus emo-
tions are visualized through facial expressions, and
behaviour means corporeal movement. For exam-
ple, a character who is frustrated may walk to a door,
pause, breath out a sigh, then open the door. A sad-
ness would be showed as a sad face, in crooked angle
of eyebrows and mouth shapes. Believable Agent is
a character who shows what he feels. These actions
will exhibit rich personality, according to Mateas.
Exterior-wise, Trip and Grace do act with reason-
ably proper movement; walking, angry face, irritated
expression, throwing out arms, etc. However, inte-
rior wise, Trip and Grace do not have a database for
detailed personal information. What we can find out
about them is mainly conditions in the plot, which we
are clearly being told about. They have been married
for 10 years, Trip was a bartender in his youth and
somehow he is shamed of it (we do not know why,
though know that he is afraid of being poor), they are
not happy in their marriage, Grace wanted to be an
artists, etc. Strangely enough, the pre-recorded dia-
logues are strictly used to deliver informations for the
plot (unhappy marriage). There is no subtlety in Trip
and Grace’s dialogue and action. It is loud and clear
that they are unhappy together, and are not meant to
listen to what the user has to say. We learn the cause
(Trip was bartender and shamed about it) and the ef-
fect (Trip is afraid of being poor), but missing a lot
of irrational, emotional, yet dramatically interesting
personal information, in the middle. Any attempt the
user does to start a more personal conversation (e.g.
what is wrong with being a bartender: what does Trip
do for living now), is met by a wall, as NPCs do
not have ability to handle talk outside of plot-oriented
topics. In this regard, Fac¸ade failed interacting with
the users.
Believable Agent in Fac¸ade is more about ab-
stracting a general acting method. ABL (A Behaviour
Language), the programming language developed for
Fac¸ade (Mateas and Stern, 2002a), is described by
Mateas as AI implementation of the actor’s mind to
chose proper movement (Rauch, 2006). Yet the char-
acters of NPCs can only by felt by their dialogues, not
by their actions. Characteristics of Trip and Grace ex-
ist in the 5 hours of pre-recorded dialogues and not in
the behaviour. The trust in the idea of ”action speaks
louder” seems to be misplaced. When the user was
offered a drink made by Trip, the user can not choose
any other drinks but his cocktail. Should this say that
Trip is a jerk? Instead of interpreting the behaviour
as indications of character, the user may believe that
the interaction has failed, making conversations with
NPC meaningless. The pretension of conversation
will be lost. The fact that dialogues are not oriented
towards describing the characters but the plot, may
render Fac¸ade unsatisfying as a drama for many.
Mateas did not consider chatbot as a possible
model for building a character (Mateas, 1999, p.16),
and seems to have believed that expressing personal-
ity is best as pre-written dialogues. The problem of
this approach is that no author can make up replies
for all kind of input from the user. Unfortunately, as
bad conservationists, Trip and Grace turned out to be
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generic characters that lack interesting and convinc-
ing personalities to make the drama more satisfying.
The lesson from Fac¸ades NPC model can be that
a character in IN should be a complete entity, that can
hold a conversation in various situations in his own
way. In fact, I will argue that a character in IN should
be built more like a chatbot, anticipating any inquiry.
4 THE COMPLEX CHARACTER
IN CYBER COMIX
FRAMEWORK
Cyber Comix framework (Holmen, 2014a) is an in-
teractive comics system. Cyber Comix defines its
user as the Reader-Player. The reader-player is role-
playing a character (Reader-Player Character, RPC),
and may interact with a chatbot character (Narrative
Non Player Character, NNPC) by typing in dialogues
in talking balloons. There are also Non Player Char-
acters (NPC) in a story, however, they would not
have a chatbot function. Taking 2D graphics as vi-
sual medium directs the research effort to the devel-
opment of complex characters and conversational in-
teraction. Cyber Comix is designed for lengthy seri-
alized comics, to take advantage of the unlimited nar-
rative time.
To reveal complexities of an interior world
of characters, the Cyber Comix framework uses
conversation-based interaction. The following are the
main concepts in the framework:
Dynamic Bubble is the name for the chatbot-
enabling authoring tool for talking bubbles.
The Complex Character is the framework for
Narrative Non Player Character (NNPC) chatbot
database structure.
The story structure takes the design cue from Mad
Lips (1953) by Stern and Price.
Simulating Character Centric Interactive Drama
model.
Deep Data Mars (DDM)(Holmen, 2014b) is the
first prototype in Cyber Comix. The story is sci-
ence fiction, and has one reader-player character, one
complex character (NNPC), and multiple NPCs. The
comics is a short serial of 10 episodes, each episode
has 20-30 frames. Currently two episodes are pub-
lished at the time of this paper submission. The plot
is that Mary-Ann (RPC), wakes up after long hiberna-
tion, and slowly finds herself with KahToo (NNPC),
the robot that she built before. She lost her memory
due to her long hibernation, and finds out what hap-
pened in her past. The reader-player will decide if
she still loves her ex-lover, among many other small
decisions.
The chatbot is largely used for expressing the
complex character of NNPC, but also for explaining
other characters. NNPC may be viewed as the narra-
tor, who may explain other character’s interior world.
The knowledge-based structure is as follows and is
hierarchical:
1. World profile: year, season, date, time, social eti-
quette, name of location (city, country), etc.
2. Character profile: character name, age, gender,
marriage statutes, education, occupation or social
standing.
3. Personal preference: personal hobby, friends
with, engaged with, married to, in love with, etc.
4. Critical incidents: specific decisions that the user
character must give an answer to, that affects sig-
nificantly the story experience.
5. Secrets : The main story device.
Using comics as the narrative medium gives ad-
vantages in authoring control of both literary and
graphical semiotics. The flexible nature of inter-
preting comics is an advantage for IN. For exam-
ple, the comics images will change the meaning what
the reader-player character types in. In Figures 1
and 2, the reader-player character’s (the woman) and
NNPC’s (the robot) different interactions in the sam-
ple image are shown. With the different dialogue in-
teractions, it can be seen that the narrative tone has
been changed. The author may decide and direct the
reader-player character by graphics and chatbot de-
sign: however, the executive decision is with the user,
who can make the story whatever he likes it to be:
play-along, play-against, or something else.
The Complex Character, a framework for NNPC,
is combining managing plot progressing and the char-
acter. This is different from previous IN systems, that
separate AI for plot and characters. As a character in
the story, NNPC in DDM is a super intelligent robot,
who is in love with RPC. To manage the plot progress,
NNPC reveals a few important plot progressing dia-
logues along the narrative discourse. This is called
Critical Incidents, where the reader-player may de-
cide important facts for the narrative. For example,
in episode 2, RPC, Mary-Ann, will be told by Kah-
Too that her ex-lover is suspected as the murderer of
her father. In later episodes Mary-Ann may decide if
her ex-lover indeed killed her father or not, and then
decide if she still loves him after all.
All categories are adjustable after RPC interac-
tions. Cyber Comix has a pre-production period to
test out its interaction design. This is after the Wiz-
ard of Oz method (Green and Wei-Haas, 1985), or
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Figure 1: The user is playing along.
Figure 2: The user is playing something else.
heuristic approach to adjust after empirical data. In
these periods, interactions are reviewed by the author
to adjust balloons and responses accordingly.
NNPC is story specific. NNPC in DDM may not
be used for other stories. NNPC may have a person-
alized dialogue style and way to react to RPC inquiry,
uniquely in DDM.
5 RELATED WORKS
ELIZA: The first and one of the most successful
believable characters in AI. The chatbot creator
Joseph Weizenbaum was credited as the first liter-
ary writer in computer medium by Murray (Mur-
ray, 1997, p.72), ELIZA is the first successful
chatbot that is built on the simple principle of con-
versational pattern of a Rogerian psychotherapist.
The chatbot influenced Interactive Fiction as well
as other various chatbot character developments
(Ibid).
Expressive AI: The concept by Mateas is for de-
vising interdisciplinary art and technology. ”This
effect of producing psychologically readable be-
haviour is not limited only to explicit anthropo-
morphic characters within the game world, but
also to intelligences operating behind the scenes.
(Mateas, 2003)
Abbott’s explanations for narrative discourse in
literature, theatre and film promote the impor-
tance of characters (Abbott, 2008).
Szilas investigated the problem regarding duration
of interaction in 3D real time Interactive Drama,
and proposed three different ways to tackle it: ca-
sual, semi-autonomy, and elliptic (Szilas, 2004).
6 CONCLUSION
Cyber Comix is a framework in progress. Com-
plex Character model for IN may solve customizing
NPCs for specific stories for conversational interac-
tion. Currently it is planned to have ’non flexible’
graphics, that is not changed by the meaning of con-
versation. However, to improve the drama experi-
ence, it is possible to consider implementing a sep-
arate drama managing AI to have dynamic graphics
as well. To manage the chatbot, it might be more ef-
fective to have a unique programming language ded-
icated to Cyber Comix than using conventional chat-
bot AIML. The collaboration part of AI design is the
awareness of an incomplete story, that can be a prob-
lem implementing the framework. The reader-player
may or may not play along with the story, or the
RPC. System AI for drama, or story progress, is de-
signed by the authors graphical references in comics
and NNPCs character. It is also important to be aware
that NNPC in DDM will only exist when a reader in-
teracts with him. Cyber Comix has a capacity to ad-
just NNPCs database according to reader-player in-
teractions. When the database is built up by interac-
tions with readers, NNPC will be formed as a new,
bigger database, which is not defined by the author.
Thus NNPC exists in the intersection of the author,
the story, and the reader. Thus NNPC in DDM is
largely unknown at the moment.
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