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Architectural Issues for Compositional Dialog in Games

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Abstract

Making a game that supports generative conversation with NPCs involves a number of technical and design challenges, ranging from designing new game mechanics to making a Prolog interpreter run under Unity. I discuss the software architecture of a game, scheduled for initial release in spring 2015, that attempts to solve some of these problems.

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... Current authoring practice for videogame dialogue production, in which individuals or even teams of writers tirelessly produce huge amounts of content by hand, is largely seen as both untenable and constraining of the form (Mateas 2007). This issue hinders all games with dialogue, but it is most pronounced in the emerging genre that features freeform naturalistic conversation as core gameplay (Mateas and Stern 2003;Strong and Mateas 2008;Spierling 2011;Joseph 2012;Endrass et al. 2014;Brusk 2014;Evans and Short 2014;Horswill 2014;Lewis and Dill 2015;Treanor, McCoy, and Sullivan 2015;Mohov 2015;Lessard 2016), a format that has been shown to maximize player presence and engagement (Sali et al. 2010). Clearly, any alleviation of this content problem will rely on some amount of generativity, and so natural language generation (NLG) appears as a panacea. ...
... Clearly, any alleviation of this content problem will rely on some amount of generativity, and so natural language generation (NLG) appears as a panacea. But NLG has yet to find its killer application in games (Horswill 2014). Elsewhere, we have argued that traditional NLG-in which heavy interlocking systems are assembled by practitioners with deep expertise-may actually Copyright c 2016, Association for the Advancement of Artificial Intelligence (www.aaai.org). ...
... Bot Colony also employs a traditional NLG pipeline-a first for a commercially released title-particularly one in the style of service-based dialogue systems, made possible by the narrative conceit of NPCs in the game being service robots (Joseph 2012). Even more recently, Ian Horswill's ambitious MKULTRA generates character dialogue from a definite clause grammar specified in Prolog (Horswill 2014). Dunyazad likewise takes a grammar-based approach, in its case toward generating narrational text and choice prompts (Mawhorter 2016). ...
Article
Full-text available
The Expressive Intelligence Studio is developing a new approach to freeform conversational interaction in playable media that combines dialogue management, natural language generation (NLG), and natural language understanding. In this paper, we present our method for dialogue generation, which has been fully implemented in a game we are developing called Talk of the Town. Eschewing a traditional NLG pipeline, we take up a novel approach that combines human language expertise with computer generativity. Specifically, this method utilizes a tool that we have developed for authoring context-free grammars (CFGs) whose productions come packaged with explicit metadata. Instead of terminally expanding top-level symbols — the conventional way of generating from a CFG — we employ an unusual middle-out procedure that targets mid-level symbols and traverses the grammar by both forward chaining and backward chaining, expanding symbols conditionally by testing against the current game state. In this paper, we present our method, discuss a series of associated authoring patterns, and situate our approach against the few earlier projects in this area.
... Current authoring practice for videogame dialogue production, in which individuals or even teams of writers tirelessly produce huge amounts of content by hand, is largely seen as both untenable and constraining of the form (Mateas 2007). This issue hinders all games with dialogue, but it is most pronounced in the emerging genre that features freeform naturalistic conversation as core gameplay (Mateas and Stern 2003;Strong and Mateas 2008;Spierling 2011;Joseph 2012;Endrass et al. 2014;Brusk 2014;Evans and Short 2014;Horswill 2014;Lewis and Dill 2015;Treanor, McCoy, and Sullivan 2015;Mohov 2015;Lessard 2016), a format that has been shown to maximize player presence and engagement (Sali et al. 2010). Clearly, any alleviation of this content problem will rely on some amount of generativity, and so natural language generation (NLG) appears as a panacea. ...
... Clearly, any alleviation of this content problem will rely on some amount of generativity, and so natural language generation (NLG) appears as a panacea. But NLG has yet to find its killer application in games (Horswill 2014). Elsewhere, we have argued that traditional NLG-in which heavy interlocking systems are assembled by practitioners with deep expertise-may actually Copyright c 2016, Association for the Advancement of Artificial Intelligence (www.aaai.org). ...
... Bot Colony also employs a traditional NLG pipeline-a first for a commercially released title-particularly one in the style of service-based dialogue systems, made possible by the narrative conceit of NPCs in the game being service robots (Joseph 2012). Even more recently, Ian Horswill's ambitious MKULTRA generates character dialogue from a definite clause grammar specified in Prolog (Horswill 2014). Dunyazad likewise takes a grammar-based approach, in its case toward generating narrational text and choice prompts (Mawhorter 2016). ...
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Full-text available
The Expressive Intelligence Studio is developing a new approach to freeform conversational interaction in playable media that combines dialogue management, natural language generation (NLG), and natural language understanding. In this paper, we present our method for dialogue generation, which has been fully implemented in a game we are developing called Talk of the Town. Eschewing a traditional NLG pipeline, we take up a novel approach that combines human language expertise with computer generativity. Specifically, this method utilizes a tool that we have developed for author-ing context-free grammars (CFGs) whose productions come packaged with explicit metadata. Instead of terminally expanding top-level symbols—the conventional way of generating from a CFG—we employ an unusual middle-out procedure that targets mid-level symbols and traverses the grammar by both forward chaining and backward chaining, expanding symbols conditionally by testing against the current game state. In this paper, we present our method, discuss a series of associated authoring patterns, and situate our approach against the few earlier projects in this area.
... The mostly context-free formalism Tracery has spurred the creation of new communities of grammar authors (Compton, Kybartas, and Mateas 2015), and Expressionist and its tagged-grammars approach is being used in a variety of videogame projects (Ryan et al. 2016b;Lessard et al. 2017) and in the middleware technology of Spirit AI (Spirit AI 2017). Beyond applications of Tracery and Expressionist, others are employing grammar-based approaches in games and interactive storytelling, too (Horswill 2014;Mawhorter 2016;Dias 2016b;Togelius, Shaker, and Dormans 2016;Lewis 2017). As an alternative to conventional natural language generation pipelines-the dominant approach in mainstream text generation-grammars are appealing because they are easier to author (especially for writers who do not code) while still being very generative (due to an inherent combinatorial explosion). 1 The core appeal of Expressionist in particular, the approach we focus on in this paper, is that its tagging mechanism enables targeted generation (at runtime, content can be requested by specifying the meanings it should express) and content understanding (the meanings expressed by generated content are known, which means a larger system can understand and act on generated content). ...
... Beyond applications of Tracery and Expressionist, recent projects by Horswill, Mawhorter, and Dias, respectively, have also utilized generative grammars for expressive text generation (Horswill 2014;Mawhorter 2016;Dias 2016b). By employing generative grammars, these systems harness the power of templated dialogue, a pattern used in Prom ...
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We extend the Expressionist project, and thereby the re-emerging area of grammar-based text generation, by applying a technique from software verification to a critical search problem related to content generation from grammars. In Expressionist, authors attach tags (corresponding to pertinent meanings) to nonterminal symbols in a context-free grammar, which enables the targeted generation of content that expresses requested meanings (i.e., has the requested tags). While previous work has demonstrated methods for requesting content with a single required tag, requests for multiple tags yields a search task over domains that may realistically span quintillions or more elements. In this paper, we reduce Expressionist grammars to symbolic visibly pushdown automata, which allows us to locate in massive search spaces generable outputs that satisfy moderately complex criteria related to tags. While the satisficing of more complex tag criteria is still not feasible using this technique, we forecast a number of opportunities for future directions.
... The obvious reason for this is that NLG is an extremely difficult task. There is a huge amount of domain knowledge that its practitioners must have, and beyond this there remain several major technical challenges in incorporating NLG into playable media (Horswill 2014). We contend, however, that another major reason that NLG has yet to be popularly or even successfully incorporated into these media is that the current state of the art is simply inadequate. ...
Article
Natural language generation (NLG) has been featured in at most a handful of shipped games and interactive stories. This is certainly due to it being a very specialized practice, but another contributing factor is that the state of the art today, in terms of content quality, is simply inadequate. The major benefits of NLG are its alleviation of authorial burden and the capability it gives to a system of generating state-bespoke content, but we believe we can have these benefits without actually employing a full NLG pipeline. In this paper, we present the preliminary design of Expressionist, an in-development mixed-initiative authoring tool that instantiates an authoring scheme residing somewhere between conventional NLG and conventional human content authoring. In this scheme, a human author plays the part of an NLG module in that she starts from a set of deep representations constructed for the game or story domain and proceeds to specify dialogic content that may express those representations. Rather than authoring static dialogue, the author defines a probabilistic context-free grammar that yields templated dialogue. This allows a human author to still harness a computer's generativity, but in a capacity in which it can be trusted: operating over probabilities and treelike control structures. Additional features of Expressionist's design include arbitrary markup and realtime feedback showing currently valid derivations.
... Beyond applications of Tracery and Expressionist, recent projects by Horswill, Mawhorter, and Dias, respectively, have also utilized generative grammars for expressive text generation (Horswill 2014;Mawhorter 2016;Dias 2016b). By employing generative grammars, these systems harness the power of templated dialogue, a pattern used in Prom ...
Conference Paper
Full-text available
We extend the Expressionist project, and thereby the re-emerging area of grammar-based text generation, by applying a technique from software verification to a critical search problem related to content generation from grammars. In Expressionist, authors attach tags (corresponding to pertinent meanings) to nonterminal symbols in a context-free grammar , which enables the targeted generation of content that expresses requested meanings (i.e., has the requested tags). While previous work has demonstrated methods for requesting content with a single required tag, requests for multiple tags yields a search task over domains that may realistically span quintillions or more elements. In this paper, we reduce Expressionist grammars to symbolic visibly pushdown automata, which allows us to locate in massive search spaces generable outputs that satisfy moderately complex criteria related to tags. While the satisficing of more complex tag criteria is still not feasible using this technique, we forecast a number of opportunities for future directions.
... By virtue of its markup affordance, Expressionist also provides more authorial control, for the reasons described above. In addition to Tracery and Expressionist, two other recent systems, MKULTRA [9] and Dunyazad [14], have employed grammar-based approaches. Instead of CFGs, these systems use variants of a definite-clause grammar. ...
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We present Expressionist, an authoring tool for in-game text generation that combines the raw generative power of context-free grammars (CFGs) with the expressive power of free-text markup. Specifically, authors use the tool to define CFGs whose nonterminal symbols may be annotated using arbitrary author-defined tagsets. Any content generated by the CFG comes packaged with explicit metadata in the form of the markup attributed to all the symbols that were expanded to produce the content. Expressionist has already been utilized in two released games and it is currently being used in two ongoing projects. In this paper, we describe the tool and discuss these usage examples in a series of case studies. Expressionist is planned for release in late 2016.
... The obvious reason for this is that NLG is an extremely difficult task. There is a huge amount of domain knowledge that its practitioners must have, and beyond this there remain several major technical challenges in incorporating NLG into playable media (Horswill 2014). We contend, however, that another major reason that NLG has yet to be popularly or even successfully incorporated into these media is that the current state of the art is simply inadequate. ...
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Natural language generation (NLG) has been featured in at most a handful of shipped games and interactive stories. This is certainly due to it being a very specialized practice, but another contributing factor is that the state of the art today, in terms of content quality, is simply inadequate. The major benefits of NLG are its alleviation of authorial burden and the capability it gives to a system of generating state-bespoke content, but we believe we can have these benefits without actually employing a full NLG pipeline. In this paper, we present the preliminary design of Expressionist, an in-development mixed-initiative authoring tool that instantiates an authoring scheme residing somewhere between conventional NLG and conventional human content authoring. In this scheme, a human author plays the part of an NLG module in that she starts from a set of deep representations constructed for the game or story domain and proceeds to specify dialogic content that may express those representations. Rather than authoring static dialogue, the author defines a probabilistic context-free grammar that yields templated dialogue. This allows a human author to still harness a computer's generativity, but in a capacity in which it can be trusted: operating over probabilities and treelike control structures. Additional features of Expressionist's design include arbitrary markup and realtime feedback showing currently valid derivations.
... This is perhaps the hardest challenge we present in this paper, but we propose one potential compositional representational strategy that employs generative dialogue and procedural animation. A number of projects have explored using techniques from natural language generation to facilitate generative dialogue in interactive narrative systems [20,69,63,51,35]. A handful of other projects have explored expressive procedural character animation [57,36]. ...
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Typescript. Thesis (Ph. D.)--University of Massachusetts at Amherst, 1991. Includes bibliographical references (leaves 260-268).
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