PromWeek places players in a typical high-school, abuzz with excitement over the upcoming prom. Players indirectly sculpt the social landscape by having these hapless highschoolers engage in social exchanges with each other. The results of these social exchanges are many and varied-ranging from mild fluctuations in respect to characters professing their eternal love for one another-and are informed by over 5,000 sociocultural considerations encoded in first order logic. Through massaging the interpersonal relationships and learning the personal intricacies of the characters, the player can solve a series of social puzzles; such as making the class-nerd the Prom King, or bringing peace between feuding jocks and preppies.
Authoring interactive stories where the player is afforded a wide range of social interactions results in a very large space of possible social and story situations. The amount of effort required to individually author for each of these circumstances can quickly become intractable. The social AI system Comme il Faut (CiF) aims to reduce the burden on the author by providing a playable model of social interaction where the author provides reusable and recombinable representations of social norms and social interactions. Motivated through examples from an in-development video game, Prom Week, this paper provides a detailed description of the structures with which CiF represents social knowledge and how this knowledge is employed to simulate social interactions between characters.
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