SAFARI (Greece, 2024) is a 3D IF (Interactive Fiction) computer game made with the Unity game engine using Foundational AI (Artificial Intelligence) models. This paper presents firstly the methodologies applied to enhance narrative content via interactivity with AI NPC characters (Artificial Intelligence Non-Player Character) and secondly, the conclusions and observations regarding best practices that emerged whilst users interacted with Safari’s AI NPCs during the art exhibition Do Androids Dream of Electric Sheep? The human condition in the age of AI (Athens, 2024). This paper aims to provide insights into AI NPC design and branching narrative design through LLM (Large Language Model) dialogue systems.
Objective: This study's primary focus is on developing a framework for narrative design with AI tools and pointing out pitfalls designers and writers must avoid to maintain immersion in IF video games. Specifically, it examines AI NPC design, the peculiarities and opportunities interactive narratives offer, and how to utilize LLMs for branching narratives.
Theoretical Framework: The growing research interest in AI spawned a plethora of research papers and books about AI and video games. Despite this, there is a gap in scientific literature between narrative design research and video game artificial intelligence papers. This paper aims to bridge that gap and develop a framework for interactive fiction narrative design with foundational AI models.
Research/Study Design: We conducted a case study of user interaction with NPCs in Safari to design interactive fiction narratives with AI models using qualitative research methods. First, we observed the participants from the first two days of the exhibition, collected the observations in field notes, and analysed them thematically. Next, we conducted a literature review on related papers from journals and conferences, supplemented insights from participant observation with findings from the literature review, and updated Safari according to the suggested design. Using qualitative methods, such as participant observation, allowed us to notice issues in our initial design directly, which quantitative methods (e.g., surveys) could not provide. Finally, we conducted competitive analysis on New VS Old NPCs and compared different AI Character Creation Tools.
Observations:
To Design Intelligent NPCs:
- Provide a clear backstory, including the character’s goals, role, and personality
- Describe the NPC’s appearance and the scene around them in detail
- Ensure characters have different speaking styles
- Ensure the NPC’s state of mind changes depending on the game state
- Define the NPC’s character arc
To Train Intelligent NPCs:
- NPC training is a complex process in need of overall & case-specific methodologies (Realism -Consistency - Immersion - Adaptability -Emotional impact)
- Decide when to use Short and Long Term Memory
- Training material & data (dialogue samples, transcripts, behavioral examples, emotional responses), knowledge bank
- Fine-tune the Language Model of your choice
- Use Behavior Trees or Story Graphs, Emotional memory, and Voice training
To Create Next Gen Branching Narratives:
- Start by writing the main story and world description into your preferred tool’s knowledge bank
- Create customized branching narrative systems for each character with triggers and sections based on the main story, player choices, and consequences
- Allow users freedom in dialogue while bringing them back when they move away from the story
Conclusion:
In conclusion, this paper bridged the gap between game artificial intelligence research and narrative design by providing a framework for narrative design using foundational artificial intelligence models and explaining how designers should approach branching narrative and NPC creation. Further research in the field can accelerate the implementation of LLM dialogue systems in commercial video games. Findings from Safari can contribute to ameliorating the design practices in AI IF for an optimal user experience.
References:
[1] B. Xia, X. Ye, and A. O. M. Abuassba. 2020. “Recent Research on AI in Games.” 2020 International Wireless Communications and Mobile Computing (IWCMC), Limassol, Cyprus, pp. 505‑510
[2] C. Phillips. 2019. All Choice No Consequence: Efficiently Branching Narrative. Game Developers Conference
[3] N. Montfort. 2013. Riddle Machines: The History and Nature of Interactive Fiction. John Wiley & Sons, Ltd
[4] Q. C. Gao & A. Emami. 2023. The Turing Quest: Can Transformers Make Good NPCs? Annual Meeting of the Association for Computational Linguistics
[5] T. B. Wright & J. L. Weible. 2024. Current attitudes on digital interactive fiction and text adventure games within learning contexts: A systematic literature review. Journal of Research in Science, Mathematics and Technology Education
[6] UBCx. 2024. Interactive Narrative. EdX
Defkalion Nikolaos Papadopoulos is an undergraduate film student at the Film School of the Faculty of Fine Arts, Aristotle University of Thessaloniki. He specializes in Virtual/Augmented/Mixed Reality and Film, and has showcased his work in Athens and Thessaloniki. He interned at the Center for Research & Technology, Hellas, as an XR Tool Developer and is currently a member of the Reykjavík International Film Festival (RIFF) Reviewing Committee. Through his studies, Defkalion has assumed various film and game roles such as producer, film editor, and game designer. His research interests include Virtual/Augmented/Mixed Reality and Film, Video Games, and Artificial Intelligence for the Arts.
Dr. Nefeli Dimitriadi is an Associate Professor at the Department of Cinema of the School of Fine Arts of Aristotle University of Thessaloniki, with a subject area of “Virtual/Augmented/Mixed Reality and Cinema”. She holds a PhD in “Aesthetics, Science and Technology of Art” from Univ. de Paris 8 (2008), a Master’s degree (D.E.A.) in “Art of the Image and Contemporary Art” (2003) and a diploma in fine arts from the School of Fine Arts of Aristotle University of Thessaloniki (2002). She also has many years of teaching experience at the Hellenic Open University (2017-2022), at the Athens School of Fine Arts, at the European Master's Degree "Art, Virtual Reality and Multi-Use Systems of Artistic Expression" of the Athens School of Fine Arts and the University of Paris 8, etc. She has worked on research projects as the scientific supervisor of the research project for new faculty members. "Utilization of game engines and augmented reality technologies in film production" (2021 – 2022), as a team member of the project "ARCON: Augmented Reality Content Management System" (2019-2021) and as coordinator of the project "Virtual Reality applications in Medical Rehabilitation" (REACT "Virtual Reality applications in Medical Rehabilitation") (2018-2023) within the framework of the NSRF program RESEARCH-CREATE-INNOVATE and others. Her research work has been published in 45 scientific announcements and articles in international conferences and scientific publications, while she is a co-author of a teaching manual published in 2015 (Action: KALLIPOS). Her artistic work has been presented in 32 exhibitions and international festivals in Greece and abroad. (Q1 publications of the last 5 years: 1. h-index (of 10-year works): N. Dimitriadis, h-2 (Scopus). Scientific journal with the highest impact factor: Frontiers in Systems Neuroscience: 3.
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