Fictional, Interactive Narrative as a Foundation to Talk about Racism

Author(s):  
Hillary Carey ◽  
Alexandra To ◽  
Jessica Hammer ◽  
Geoff Kaufman
Author(s):  
Pengcheng Wang ◽  
Jonathan Rowe ◽  
Wookhee Min ◽  
Bradford Mott ◽  
James Lester

Interactive narrative planning offers significant potential for creating adaptive gameplay experiences. While data-driven techniques have been devised that utilize player interaction data to induce policies for interactive narrative planners, they require enormously large gameplay datasets. A promising approach to addressing this challenge is creating simulated players whose behaviors closely approximate those of human players. In this paper, we propose a novel approach to generating high-fidelity simulated players based on deep recurrent highway networks and deep convolutional networks. Empirical results demonstrate that the proposed models significantly outperform the prior state-of-the-art in generating high-fidelity simulated player models that accurately imitate human players’ narrative interactions. Using the high-fidelity simulated player models, we show the advantage of more exploratory reinforcement learning methods for deriving generalizable narrative adaptation policies.


2015 ◽  
Vol 15 (1) ◽  
pp. 48-60 ◽  
Author(s):  
Marc Cavazza ◽  
Fred Charles ◽  
Stephen W. Gilroy ◽  
Julie Porteous ◽  
Gabor Aranyi ◽  
...  

The recent development of Brain-Computer Interfaces (BCI) for Virtual Worlds has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback (NF) systems, which constitute an important paradigm for BCI. We discuss the potential of virtual agents to contribute to the success of NF in the specific context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented NF prototypes featuring virtual agents. The first is an interactive narrative in which the user empathises with the feature character; the second, an emotion regulation system in which virtual crowd behaviour becomes a metaphor for arousal, as the user attempts to down-regulate their affective state.


Sign in / Sign up

Export Citation Format

Share Document