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	<title>Game Engines 2021W Lecture 15 - Revision history</title>
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		<id>https://homeostasis.scs.carleton.ca/wiki/index.php?title=Game_Engines_2021W_Lecture_15&amp;diff=23014&amp;oldid=prev</id>
		<title>Soma: Created page with &quot;&lt;pre&gt; Lecture 15 ---------- Interactive storytelling  different from narrative in RPGs, interactive fiction  - both are considered games  - interactive storytelling isn&#039;t a ga...&quot;</title>
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		<updated>2021-03-11T19:21:50Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; Lecture 15 ---------- Interactive storytelling  different from narrative in RPGs, interactive fiction  - both are considered games  - interactive storytelling isn&amp;#039;t a ga...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Lecture 15&lt;br /&gt;
----------&lt;br /&gt;
Interactive storytelling&lt;br /&gt;
&lt;br /&gt;
different from narrative in RPGs, interactive fiction&lt;br /&gt;
 - both are considered games&lt;br /&gt;
 - interactive storytelling isn&amp;#039;t a game&lt;br /&gt;
&lt;br /&gt;
focus is on storytelling&lt;br /&gt;
&lt;br /&gt;
key idea: open-ended storytelling&lt;br /&gt;
&lt;br /&gt;
Chris Crawford is a big proponent&lt;br /&gt;
&lt;br /&gt;
He made some very influential early games&lt;br /&gt;
 - I knew his Balance of Power game, cold war simulator&lt;br /&gt;
&lt;br /&gt;
Got tired of making games, because he realized he&lt;br /&gt;
really wanted to make stories&lt;br /&gt;
 - interactive stories&lt;br /&gt;
&lt;br /&gt;
Key difference: open-ended storytelling!&lt;br /&gt;
&lt;br /&gt;
Narrative in games is almost always fixed&lt;br /&gt;
 - limited branches of storytelling&lt;br /&gt;
 - all explicitly created by the developer&lt;br /&gt;
 - tree of branching possibilities&lt;br /&gt;
 - more options lead to exponential growth in size of tree&lt;br /&gt;
   - but exponentially fewer will see each possibility!&lt;br /&gt;
 - many if not most games have very few endings,&lt;br /&gt;
   and the myriad choices in them converge to the same&lt;br /&gt;
   endings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But there are exceptions with emergent storytelling&lt;br /&gt;
e.g. dwarf fortress&lt;br /&gt;
 - minecraft started as a simplified dwarf fortress&lt;br /&gt;
&lt;br /&gt;
games based on complex simulations can lead to complex emergent narratives&lt;br /&gt;
 - but the narrative is secondary to other mechanics&lt;br /&gt;
&lt;br /&gt;
But what if narrative was the focus?&lt;br /&gt;
&lt;br /&gt;
Façade&lt;br /&gt;
 - not really a game&lt;br /&gt;
 - instead, it is a small cocktail party&lt;br /&gt;
   - you interact with a fighting couple via text&lt;br /&gt;
 - so, so many possibilities&lt;br /&gt;
   - real effort to simulate what it would be like&lt;br /&gt;
     to interact with a real couple&lt;br /&gt;
 - but like so many of these sort of efforts,&lt;br /&gt;
   it can be frustrating because we can imagine&lt;br /&gt;
   things to say that the system can&amp;#039;t make sense out of&lt;br /&gt;
&lt;br /&gt;
We discussed text adventure games driven by deep learning&lt;br /&gt;
&lt;br /&gt;
What would a game engine need to have to support these&lt;br /&gt;
kinds of &amp;quot;stories&amp;quot;?&lt;br /&gt;
 - i.e., drama simulators&lt;br /&gt;
&lt;br /&gt;
key idea of interactive storytelling is the developer&lt;br /&gt;
just creates the characters and setting&lt;br /&gt;
 - the &amp;quot;player&amp;quot;&amp;#039;s choices then drive the narrative&lt;br /&gt;
&lt;br /&gt;
Only achievable if we abandon story trees&lt;br /&gt;
 - instead, you simulate&lt;br /&gt;
 - just like we do with physics in an open world game&lt;br /&gt;
 - &amp;quot;relationship physics&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It all comes down to the size of the input space, and&lt;br /&gt;
how input is interpreted&lt;br /&gt;
 - compare the possibilities of a mouse movement&lt;br /&gt;
   to freeform text or voice input&lt;br /&gt;
&lt;br /&gt;
If you allow unbounded interactivity, nearly impossible to account for all possibilities&lt;br /&gt;
 - so we need to limit it, but in creative ways&lt;br /&gt;
&lt;br /&gt;
Creating a sandbox with lots of possibilities, but not too many possibilies&lt;br /&gt;
 - so really like classic game design&lt;br /&gt;
&lt;br /&gt;
Separating games from storytelling doesn&amp;#039;t make sense to me&lt;br /&gt;
 - I think about sports, and how we watch it&lt;br /&gt;
 - we naturally create narratives with characters&lt;br /&gt;
   - even through a limited perspective, we have a&lt;br /&gt;
     theory of mind about the participants&lt;br /&gt;
&lt;br /&gt;
So, to get interactive storytelling, we need systems&lt;br /&gt;
where people will develop theories of mind about the NPCs,&lt;br /&gt;
even when their actions are limited by the rules of the game&lt;br /&gt;
&lt;br /&gt;
Think of an online multiplayer game where you felt&lt;br /&gt;
bad for an opponent&lt;br /&gt;
&lt;br /&gt;
Have you ever felt bad for an AI-driven opponent?&lt;br /&gt;
&lt;br /&gt;
I think something very simple is missing from the AI-driven opponents we play in games&lt;br /&gt;
 - no notion of cooperation&lt;br /&gt;
&lt;br /&gt;
Emergent stories can happen when there is a real possibility of cooperation&lt;br /&gt;
 - drama comes from betrayal, which can only happen&lt;br /&gt;
   if there was cooperation before&lt;br /&gt;
&lt;br /&gt;
We want people to have an emotional reaction to games&lt;br /&gt;
 - complex ones require relationships&lt;br /&gt;
 - relationships are based on cooperation&lt;br /&gt;
&lt;br /&gt;
But games are more often based on competition&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve thought a lot about cooperation in other contexts&lt;br /&gt;
 - I do research in computer security&lt;br /&gt;
 - background in studying biology &amp;amp; evolution&lt;br /&gt;
 - my PhD advisor was a pioneer in genetic algorithms&lt;br /&gt;
&lt;br /&gt;
I think we got evolution wrong&lt;br /&gt;
 - &amp;quot;survival of the fittest&amp;quot; is true but mostly meaningless as a design principle, more of a tautology&lt;br /&gt;
 - &amp;quot;survival of those who cooperate&amp;quot; is a better take I think&lt;br /&gt;
&lt;br /&gt;
cooperation is the basis of complexity in all systems&lt;br /&gt;
&lt;br /&gt;
What is cooperation in software systems?&lt;br /&gt;
 - composition, e.g., using libraries, services, etc&lt;br /&gt;
&lt;br /&gt;
When you assemble software from pieces parts (and use online APIs), you *assume* that that other code will work with you and not try to take advantage of you (mostly)&lt;br /&gt;
 - you can only use a library if you expect it to &amp;quot;cooperate&amp;quot; with your code&lt;br /&gt;
&lt;br /&gt;
cooperation is the basis of computing, but we forget this&lt;br /&gt;
&lt;br /&gt;
computer security exploits are the breakdown of cooperation&lt;br /&gt;
 - and it is devastating and commonplace because our systems assume cooperation&lt;br /&gt;
&lt;br /&gt;
cooperation is a design blindspot&lt;br /&gt;
&lt;br /&gt;
There do exist games where NPCs can cooperate with you&lt;br /&gt;
 - but they are almost always outnumbered by&lt;br /&gt;
   the NPCs who will try to kill you&lt;br /&gt;
 - you almost never convert enemy NPCs to your side,&lt;br /&gt;
   except through a &amp;quot;weapon&amp;quot; mechanic&lt;br /&gt;
&lt;br /&gt;
Note how &amp;quot;drama&amp;quot; works in more adult-oriented media&lt;br /&gt;
 - constant mix of cooperation and competition&lt;br /&gt;
 - no pure good or evil, which really means no&lt;br /&gt;
   pure competition or cooperation&lt;br /&gt;
 - the &amp;quot;sides&amp;quot; are fluid&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;sides&amp;quot; in computer games, though, are almost always very clear&lt;br /&gt;
&lt;br /&gt;
Consider Among Us&lt;br /&gt;
 - that works because people play it&lt;br /&gt;
 - but could AIs play with people in a meaningful way?&lt;br /&gt;
   - would have to limit style of communication&lt;br /&gt;
   - but could still allow for many choices&lt;br /&gt;
   - would need to allow for recognition of common&lt;br /&gt;
     cause&lt;br /&gt;
&lt;br /&gt;
Challenges&lt;br /&gt;
 - detecting deception&lt;br /&gt;
&lt;br /&gt;
The key thing a game engine would need is a way to help NPCs have a (simple) theory of mind&lt;br /&gt;
 - at minimum, classify friend vs foes based on past actions&lt;br /&gt;
 - but should support more&lt;br /&gt;
&lt;br /&gt;
So what does the NPC need?&lt;br /&gt;
 - memory of past actions&lt;br /&gt;
 - &amp;quot;personality&amp;quot;, tweakable tendencies to do certain actions&lt;br /&gt;
   - weights on decision tree?&lt;br /&gt;
 - ways to connect memory to personality&lt;br /&gt;
   - variable response depending on who else they are interacting with&lt;br /&gt;
   - based on history of interactions&lt;br /&gt;
&lt;br /&gt;
Imagine a sprite that remembered all its past collisions&lt;br /&gt;
 - think of prisoner&amp;#039;s dilemma&lt;br /&gt;
&lt;br /&gt;
Instinct is typically not based on experience, &amp;quot;built-in&amp;quot;,&lt;br /&gt;
but should probably play a role&lt;br /&gt;
&lt;br /&gt;
Imagine a civ game with this sort of system&lt;br /&gt;
 - you could conquer a village, but then you&amp;#039;d face resistance&lt;br /&gt;
 - instead you could sign a treaty, but this would&lt;br /&gt;
   limit your options&lt;br /&gt;
     - may not want to fight so much&lt;br /&gt;
&lt;br /&gt;
cooperation as a game mechanic can be very simple&lt;br /&gt;
 - but it can lead to complex emergent narratives,&lt;br /&gt;
   even feelings&lt;br /&gt;
 - simple mechanisms can have very rich emotional impact&lt;br /&gt;
&lt;br /&gt;
cooperation is all about autonomy&lt;br /&gt;
 - can always remove consent&lt;br /&gt;
&lt;br /&gt;
Instead of developing complex narrative decision trees,&lt;br /&gt;
why not make characters with simple models of cooperation and conflict, and see what behavior emerges?&lt;br /&gt;
 - in the context of game rules?&lt;br /&gt;
&lt;br /&gt;
Imagine playing chess with an AI that is &amp;quot;friendly&amp;quot;&lt;br /&gt;
 - gives you hints when you make a mistake&lt;br /&gt;
 - compliments you on good moves&lt;br /&gt;
&lt;br /&gt;
Classic board game of cooperation &amp;amp; competition is diplomacy&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soma</name></author>
	</entry>
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