2021
DOI: 10.1609/aiide.v13i1.12928
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A Possible Worlds Model of Belief for State-Space Narrative Planning

Abstract: What characters believe, how they act based on those beliefs,and how their beliefs are updated is an essential element of many stories. State-space narrative planning algorithms treat their search spaces like a set of temporally possible worlds. We present an extension that models character beliefs as epistemically possible worlds and describe how such a space is generated. We also present the results of an experiment that demonstrates that the model meets the expectations of a human audience.

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Cited by 21 publications
(23 citation statements)
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“…Our benchmarking suggests that so far Sabre is fast enough to be useful for story graph generation (Ware et al 2022) and similar offline applications, but not fast enough to embed directly in interactive narrative experiences where real-time responsiveness is critical. Furthermore, while experiments show that Sabre's nested-belief model can produce stories that agree with human readers' expectations more than a shallow-belief or no-belief model (Shirvani, Ware, and Farrell 2017), the psychology literature suggests that humans at any age do not consistently use their theoryof-mind ability to its full capacity (Keysar, Lin, and Barr 2003); as a result, past certain limits, Sabre may spend considerable time validating constraints that are ultimately lost on the player. My planned future work is inspired by these limitations: How can we let an experience manager reason about details that matter to the player while not wasting effort on details the player will not notice?…”
Section: Past Workmentioning
confidence: 99%
“…Our benchmarking suggests that so far Sabre is fast enough to be useful for story graph generation (Ware et al 2022) and similar offline applications, but not fast enough to embed directly in interactive narrative experiences where real-time responsiveness is critical. Furthermore, while experiments show that Sabre's nested-belief model can produce stories that agree with human readers' expectations more than a shallow-belief or no-belief model (Shirvani, Ware, and Farrell 2017), the psychology literature suggests that humans at any age do not consistently use their theoryof-mind ability to its full capacity (Keysar, Lin, and Barr 2003); as a result, past certain limits, Sabre may spend considerable time validating constraints that are ultimately lost on the player. My planned future work is inspired by these limitations: How can we let an experience manager reason about details that matter to the player while not wasting effort on details the player will not notice?…”
Section: Past Workmentioning
confidence: 99%
“…Cavazza and his collaborators (Cavazza, Charles, and Mead 2003) describe an approach to the generation of story sequences where characters are unaware of some aspects of the world around them, including the harmful consequences of some of their own actions. Shirvani and their collaborators (Shirvani, Ware, and Farrell 2017) propose an extension to state space planning models that represents character beliefs as well. Their approach also tracks character beliefs, only with deeper layers of nested beliefs.…”
Section: Related Workmentioning
confidence: 99%
“…Teutenberg and Porteous (Teutenberg and Porteous 2015) employ the power of local knowledge for characters to create narrative scenarios where characters can perform deceitful actions such as feign-death. Shirvani et al (Shirvani, Ware, and Farrell 2017) expand the space of generated stories even further by allowing characters to imagine "possible worlds" based on their (possibly inconsistent) beliefs, and act according to their local model of the world. More recently, Christensen et al (Christensen, Nelson, and Cardona-Rivera 2020) propose a domain compilation model that builds in failed actions and different beliefs into a PDDL compilation.…”
Section: Related Workmentioning
confidence: 99%