Michael Mateas’s research while affiliated with University of California, Santa Cruz and other places

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Publications (313)


Unnatural Emergent Narrative: Toward An Alternative Design Space Through Critique
  • Chapter

December 2024

Kyle Gonzalez

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Michael Mateas

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Noah Wardrip-Fruin

Building Visual Novels with Social Simulation and Storylets

December 2024

Shi Johnson-Bey

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Kira Liao

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[...]

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Simulationist interactive narrative systems allow game makers to craft reactive stories driven by simulated characters and their social dynamics. These systems produce narrative experiences that feel more emergent but may lack a coherent plot structure. We explored how to combine the emergent possibilities of social simulation with a procedural narrative system that affords writers strong authorial control over the plot. We did this by developing a Unity extension called Anansi that helps people create social simulation-driven visual novels. It enables users to inject simulation data into their story dialogue using logical queries and parameterized storylets written using Ink. The paper describes an overview of our extension and how we empower writers to drive narrative progression using cascading social effects from player choices.


Fig. 1: A screenshot showing the interface of Academical 1.0
Fig. 2: A screenshot showing the interface of Academical 2.0.
Fig. 3: Team interplay is critical to delivering a coherent and meaningful game artifact. Though artists and writers have unique development processes, exchange through shared digital spaces and meetings enable dialogues to occur that unify artistic and narrative components of Academical 2.0.
Fig. 4: An overview of the generative portrait process used to create portraits for character expression. These initial rounds of images were ultimately excluded for their inconsistency of style and perspective.
Generating Together: Lessons Learned from Developing an Educational Visual Novel with AI Collaboration
  • Conference Paper
  • Full-text available

August 2024

Visual novels are a popular game genre for educational games. However, they often feature pre-authored plot structures that cannot dynamically adjust to the player’s progression through learning objectives. Employing procedural storytelling techniques boosts plot dynamism, but this comes at the cost of needing a larger repository of content (dialogue and images) to support different learning progressions and objectives. In this paper, we present postmortem-style case studies describing the lessons we learned from attempting to integrate large-language models (LLMs) and text-to-image models into the development of an educational visual novel about responsible conduct of research. Specifically, we discuss our experiences employing generative AI in our dialogue, character sprite, and background image creation processes.

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Towards Qualia-Driven Game Design

Video games act as engines that communicate aspects of experience through player interaction. We argue that this communication of first-person experience (qualia) is unique in its ability to interact with a player's mind-body in a potent and observable way. Unfortunately for designers and researchers, many of the desirable traits of video games are not inherently measurable via traditional, quantitative means-they are emergent properties dependent on the perspectives with which they are observed. This paper investigates the work of video game designers as it relates to phenomenology and embodied cognition and lays out a path for future researchers and designers to leverage phenomenology as a foundation for video game creation. We offer that the intersection between embodied cognition, game design, and phenomenology suggests a path from descriptions of conscious experiences (qualia) to real, distributable design recommendations in video game design and study.


This is the Transtheoretical Model, also known as the Stages of Change Model. This figure shows the model in a linear progression without the last stage—termination. Figure based on Prochaska and Velicer's (1997) theoretical framework.
(A) Shows the original Flow Theory Model by Nakamura and Csikszentmihalyi (2014), where the depth of flow increases with higher challenge and higher skillset but any alteration to the balance could fall into Anxiety or Boredom. Reproduced with permission from SNCSC. (B) Shows the newer Flow Theory Model, where it is broken into eight quadrants and different channels surrounding the center of where the quadrants meet (reproduced from Yazidi et al., 2020, licensed under CC BY 4.0 International).
The Acculturative Game Design (AGD) Thought Framework, a participatory design tool for generating game features around stimulating intergenerational dialogues to reduce acculturative stress. The AGD Thought Framework integrates concepts of medium framing and acculturation toward generating game features inspired by Self-Determination Theory.
This is the AGD cycle. The AGD Thought Framework can be workshopped with stakeholders for each transition in the Transtheoretical Model of Behavior Change. The materials from the workshop can be collected and analyzed to design a serious game prototype. Next, take the prototype, evaluate it with stakeholders again, and reiterate on the AGD Thought Framework.
Acculturative game design with Latine communities: a bridging review on acculturative stress, behavior change, and serious games

October 2023

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2 Citations

Acculturative stress disproportionately impacts first-generation Latine-Americans, leading to significant mental health risks stemming from intergenerational cultural norms around gender identity and sexuality. Facilitating communication is critical in reducing this stress, yet it can be challenging for Latine individuals to take the first step in expanding their views due to limited resources, cultural pressure, and motivational needs. On the other hand, serious games provide a unique opportunity to address this challenge by introducing novel experiences to encourage the growth of perspectives in acculturative norms. This article presents a narrative review that bridges three key concepts: (1) acculturative stress in Latine-American communities, (2) modern behavior change theory and model, and (3) the design of serious games. We conclude by proposing a framework for Acculturative Game Design (AGD) and discuss considerations for fostering the support of intergenerational relationships around Latine identity.


Figure 2: Prompt layout for both phases of our Decompose pipeline. Dotted lines represent components that are only present in the second run, after the system has already tried to generate a story world. Each component of the prompt is delimited with a unique start token such as <|story|>.
There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring

October 2023

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4 Citations

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Story generators using language models offer the automatic production of highly fluent narrative content, but they are hard to control and understand, seizing creative tasks that many authors wish to perform themselves. On the other hand, planning-based story generators are highly controllable and easily understood but require story domains that must be laboriously crafted; further, they lack the capacity for fluent language generation. In this paper, we explore hybrid approaches that aim to bridge the gap between language models and narrative planners. First, we demonstrate that language models can be used to author narrative planning domains from natural language stories with minimal human intervention. Second, we explore the reverse, demonstrating that we can use logical story domains and plans to produce stories that respect the narrative commitments of the planner. In doing so, we aim to build a foundation for human-centric authoring tools that facilitate novel creative experiences.


Modeling Morality-Based Argumentation for Believable Game Characters: A Design Postmortem

October 2023

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2 Citations

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

An ability to morally reason is crucial to the believability of many fictional characters, from Jane Austen’s heroines to the denizens of The Good Place. These works often foreground the complexity of moral questions and the circumstances un- der which different forms of behavior might be justified. Morality is also foregrounded in many games, from Black and White to Mass Effect 3. Yet, most in-game characters judge other characters (or the player) based on a single reputation scale or binary values of right and wrong. There has been little exploration in games of the relationship between char- acter values and beliefs and moral reasoning. In keeping with this year’s conference theme, “Oh the Humanity,” this design postmortem paper describes the design and development of Argument Box, a model of moral argumentation and reason- ing based on Lakoff’s metaphor theory of moral politics. We describe our design approach, iterations, and authoring con- cerns — covering what went right and wrong in our attempts to model morality-based argumentation for believable game characters.


Citations (69)


... This human-like memory behavior helps ensure continuity in long-term interactions, allowing GPT to generate more humanlike responses. Furthermore, in [122], the authors considered interactions between multiple NPCs. As shown in Fig. 6, they designed a social simulation system where NPCs exist in various states. ...

Reference:

GPT for Games: An Updated Scoping Review (2020-2024)
Paradise: An Experiment Extending the Ensemble Social Physics Engine with Language Models
  • Citing Conference Paper
  • July 2024

... Raising appreciation of one's historical and cultural backgrounds may yield better results in reducing the acculturation stress and fostering a healthier cultural identity. Game developers, digital media artists, and researchers aim to create experiences that celebrate diversity and promote human flourishing, ranging from acculturative games [10], to culture, nature, and postcolonialism-centered interactive installations [8], [7]. ...

Acculturative game design with Latine communities: a bridging review on acculturative stress, behavior change, and serious games

... Event causality has been widely used in computational story generation (Lebowitz, 1985;Bae and Young, 2008;Swartjes, 2010;Simon and Muise, 2022;Liu et al., 2023;Kelly et al., 2023). Early works in symbolic story generation constructed story plans from human-written action templates that stipulate the preconditions and effects of actions (Lebowitz, 1985;Young et al., 1994;Bae and Young, 2008;Riedl and Young, 2010;Li and Riedl, 2010;Brenner, 2010;Swartjes, 2010). ...

There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

... Zhu et al. (2023) evaluated the ability of LLMs to summarize combat information and brainstorm. Acharya et al. (2023) visualized story information in the TTRPG system Gumshoe, which they later expanded to use LLMs to suggest dialog lines . LLMs have also been proposed as a method to generate new content; for example, Newman and Liu (2022) generated new DnD spells. ...

Shoelace: A Storytelling Assistant for GUMSHOE One-2-One
  • Citing Conference Paper
  • April 2023

... We found that algorithmic benchmarks and metrics are still the primary methods for evaluating GPT's output quality in PCG, particularly for non-text content. However, in reality, users may exhibit biases toward AI-generated content [104], [182], being either overly critical or excessively lenient compared to human-made content. As a result, evaluations based solely on benchmarks or metrics may not accurately capture players' real experiences. ...

Towards Computational Support with Language Models for TTRPG Game Masters
  • Citing Conference Paper
  • April 2023

... Believable characters are essential in creating story worlds (Mateas 2001), engaging players, and immersing them (Warpefelt 2016). Yet the research literature often confuses believable characters with realistic characters (Aljammaz, Wardrip-Fruin, and Mateas 2023). Believable characters can engage audiences and encourage suspension of disbelief. ...

Towards an Understanding of Character Believability
  • Citing Conference Paper
  • April 2023

... The wide-open nature of player input in IEN supports many of the form's central aesthetics [15,Sec. 3.2], but also tends to lead to player overwhelm [8] at the sheer breadth of actions that can be performed. Avoiding overwhelm while retaining open-endedness of input thus stands out as a central design challenge for IEN games. ...

Authoring for Story Sifters

... This relationship, mixed-initiative co-creativity, "assume[s] an autonomous computational system that explores the possibility space in its own ways as guided by human lateral decisions during the creative process, realizing and fostering human-machine cocreativity." [3] This "possibility space" could be authoring the system [4,5], process [6,7], and product [8] of an Interactive Digital Narrative (IDN). ...

A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument

Lecture Notes in Computer Science

... When storyworld are large, 1 sifting in search of specific patterns may still yield large volumes of stories. To address this problem, statistical criteria to identify stories that appear less frequently has been proposed as ad additional filter [11]. ...

Select the Unexpected: A Statistical Heuristic for Story Sifting

Lecture Notes in Computer Science