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Comme il Faut 2: a fully realized model for socially-oriented gameplay

Published: 18 June 2010 Publication History
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  • Abstract

    Social games---common patterns of character interactions that modify the social environment of the story world---provide a useful abstraction when authoring a story composed of interactive characters, making it possible to create games with deep possibility spaces that are about social interaction (which would be intractable if hand-authoring all the options). In this paper, we detail the workings of a major new version of our social artificial intelligence system, Comme il Faut, that enables social game play in interactive media experiences. The workings of Comme il Faut 2 are shown, with running examples, from both knowledge representation and process perspectives. Finally, the paper concludes with a plan for evaluating and demonstrating Comme il Faut 2 through an implementation of an interactive media experience that consists of a playable social space.

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    Cited By

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    • (2023)Non-player character decision-making in computer gamesArtificial Intelligence Review10.1007/s10462-023-10491-756:12(14159-14191)Online publication date: 29-Apr-2023
    • (2021)Little Computer PeopleProceedings of the ACM on Human-Computer Interaction10.1145/34746725:CHI PLAY(1-30)Online publication date: 6-Oct-2021
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    cover image ACM Other conferences
    INT3 '10: Proceedings of the Intelligent Narrative Technologies III Workshop
    June 2010
    128 pages
    ISBN:9781450300223
    DOI:10.1145/1822309
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • SASDG: Society for the Advancement of the Science of Digital Games
    • Microsoft Research: Microsoft Research

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    New York, NY, United States

    Publication History

    Published: 18 June 2010

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    View all
    • (2023)Towards an Understanding of Character BelievabilityProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582466(1-9)Online publication date: 12-Apr-2023
    • (2023)Non-player character decision-making in computer gamesArtificial Intelligence Review10.1007/s10462-023-10491-756:12(14159-14191)Online publication date: 29-Apr-2023
    • (2021)Little Computer PeopleProceedings of the ACM on Human-Computer Interaction10.1145/34746725:CHI PLAY(1-30)Online publication date: 6-Oct-2021
    • (2021)Pedagogical Challenges in Social Physics AuthoringInteractive Storytelling10.1007/978-3-030-92300-6_4(34-47)Online publication date: 4-Dec-2021
    • (2019)Towards Design Principles for Fashion in Interactive Emergent NarrativeInteractive Storytelling10.1007/978-3-030-33894-7_45(418-421)Online publication date: 22-Oct-2019
    • (2019)Challenges of IDN Research and TeachingInteractive Storytelling10.1007/978-3-030-33894-7_4(26-39)Online publication date: 22-Oct-2019
    • (2019)Villanelle: An Authoring Tool for Autonomous Characters in Interactive FictionInteractive Storytelling10.1007/978-3-030-33894-7_29(290-303)Online publication date: 22-Oct-2019
    • (2018)Narrative in Video GamesEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_154-1(1-9)Online publication date: 22-Jan-2018
    • (2017)Towards an Interaction Model for Interactive NarrativesInteractive Storytelling10.1007/978-3-319-71027-3_24(274-277)Online publication date: 14-Nov-2017
    • (2016)ConfluenceProceedings of the 9th International Conference on Motion in Games10.1145/2994258.2994285(199-199)Online publication date: 10-Oct-2016
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