Rogelio E. Cardona-Rivera’s research while affiliated with University of Utah and other places

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Publications (40)


FIGURE 2. A photo of our visualizations to map out the relationships/interactions of Robert Lewis' story.
FIGURE 3. Conceptual diagram of our brainstorming and development process in exploring (re)presentations.
FIGURE 5. Digital re-creation of our teams values & guiding principles identified in October 2022 Gathering.
Design Ethics of Culturally Sustaining & Revitalizing (Re)Presentation
  • Article
  • Full-text available

December 2024

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4 Reads

International Journal of Designs for Learning

Breanne K. Litts

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Rogelio E. Cardona-Rivera

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J. Kaleo Alladin

Educational innovations with emerging technologies often disregard the potential historical and cultural damage of those technologies, which further disenfranchises Indigenous communities from a fruitful relationship with them. This is especially true for narrative-based digital technologies, because storytelling is held as a sacred practice of knowledge sharing among Indigenous communities. In response, we wondered how we could create technologies (digital and non-digital) that support Indigenous ways of knowing, especially through storytelling. This is a process we call (re)presentation. Specifically, our work is centered on building culturally sustaining and revitalizing models for (re) presenting stories. Our team engaged in an iterative and reflexive design process with Indigenous and non-Indigenous community members, educators, designers, and researchers. We present a single design case of (re)presenting an Indigenous story across interactions and share four ethical tensions that we encountered throughout our process. Our (re)presentation of each tension includes a critical reflection as well as our shared journey navigating the ethical tensions in practice and what that means for how we approach learning design

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Toward Planning with Hierarchical Decompositions and Time-frames

The semantics of temporal hierarchical planners are limited. In hierarchical paradigms, temporal reasoning has largely fo-cused on durative constraints of primitive actions, which may be added directly or appear post-expansion. We propose extending temporal reasoning to composite actions, specifically within decompositional partial order causal linked planning. We outline how a general-purpose hierarchical planner can approach temporal reasoning outlined in a STRIPS-like formalism. We build upon existing temporal and hierarchical semantics , and sketch two novel approaches: time-frame planning and decompositional time-frame planning.


Evolving Interactive Narrative Worlds

October 2023

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6 Reads

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

An interactive narrative is bound by the context of the world where its story takes place. However, most work in interactive narrative generation takes its story world design and mechanics as given, which abdicates a large part of story generation to an external world designer. In this paper, we close the story world design gap with an evolutionary search framework for generating interactive narrative worlds and mechanics. Our framework finds story world designs that accommodate multiple distinct player roles. We evaluate our system with an action agreement ratio analysis that shows worlds generated by our framework provide a greater number of in-role action opportunities compared to story worlds randomly sampled from the generative space.




Aligning story and gameplay through narrative goals

May 2023

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334 Reads

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4 Citations

Entertainment Computing


Bronco: A Universal Authoring Language for Controllable Text Generation

December 2022

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8 Reads

Lecture Notes in Computer Science

We present Bronco: an in-development authoring language for Turing-complete procedural text generation. Our language emerged from a close examination of existing tools. This analysis led to our desire of supporting users in specifying yielding grammars, a formalism we invented that is more expressive than what several popular and available solutions offer. With this formalism as our basis, we detail the qualities of Bronco that expose its power in author-focused ways.KeywordsText generationAuthoring toolsProgramming languageGrammars


Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design

October 2022

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52 Reads

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

Game system models introduce abstractions over games in order to support their analysis, generation, and design. While excellent, models to date leave tacit what they abstract over, why they are ontologically adequate, and how they would be realized in the engine underlying the game. In this paper we model these abstraction gaps via the first-order modal mu-calculus. We use it to reify the link between engines to our game interaction model, a player-computer interaction framework grounded in the Game Ontology Project. Through formal derivation and justification, we contend our work is a useful code studies perspective that affords better understanding the semantics underlying game system models in general.


Fig. 1. Max for Live allows a user to use the Max/MSP graphical programming language to manipulate audio.
Fig. 2. Through Max for Live, users can connect audio to effects controlled via dials and sliders.
Summary of experiment/interview participant demographics. We refer to each participant by a randomly assigned Id(entification) number prefixed with "P-".
A Case-Based Reasoning Approach to Plugin Parameter Selection in Vocal Audio Production

August 2022

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106 Reads

Lecture Notes in Computer Science

The field of intelligent systems for music production aims to produce co-creative tools to aid and support musicians’ decision-making while targeting a specific aesthetic in their musical artifact . While case-based reasoning (CBR) approaches have been used to assist music generation and recommendation, music production has not yet been explored. This paper proposes using CBR within a co-creative agent to assist musicians in their aesthetic goals through a vocal audio plugin. Results show that although participants were interested in using a co-creative agent throughout the production process, they acted against the vocal plugin parameter recommendations set by the agent. Participants showed frustration when the co-creative agent acted in a way that deviated from set expectations. From this research, we posit that explainability is an essential aspect of effective CBR models within co-creative agents.KeywordsComputational creativityCo-creative agentsCased-based reasoning


Re-examining the Planning Basis of Goal-driven Autonomy Problems

January 2022

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7 Reads

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2 Citations

The study of goal-reasoning agents capable of integrated action and execution has received a great deal of attention in recent years. While practical implementations and theoretical insights of such agents have provided a wealth of flexible behavior in a variety of task environments, they tend to focus on complex environments that are far from classical planning assumptions. This paper formalizes classical planning problems where an agent can change its goal(s) during execution. We identify the minimal changes to classical planning and formalize a model that supports "classical goal reasoning."


Citations (25)


... However, not all game mechanics are deeply rooted in reality; many only crudely imitate natural or social processes. Likewise, every game inherently tells a story, yet many do so only implicitly, limiting the story's affective impact (Cardona-Rivera et al., 2023). Lastly, although we cannot have a game without user interfaces (UIs) and presentation assets, these interactivity components do not always align with the player's sensorimotor needs (Abtahi et al., 2022). ...

Reference:

THE MANY LUDONARRATIVE PROFESSIONS OF A LUDIFIED AND NARRATIFIED FUTURE SOCIETY
Aligning story and gameplay through narrative goals

Entertainment Computing

... More recently, Li et al. (2019) represented artificial let's play commentary as a sequence-to-sequence generation problem, converting video clips to commentary. Prior approaches have attempted to create commentary from logs of in-game actions for both traditional, physical sports games and video games (Kolekar and Sengupta 2006; Graefe 2016; Barot et al. 2017;Ehsan et al. 2018;Lee, Bulitko, and Ludvig 2014;Ehsan et al. 2019). These approaches depend on access to a game's engine or the existence of a publicly accessible logging system. ...

Bardic: Generating Multimedia Narratives for Game Logs
  • Citing Article
  • June 2021

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

... In addition to the approach taken by Felt, inspiration for future declarative approaches to story sifting may be found in the approaches taken by Playspecs [25], which apply regular expressions to the recognition of patterns (sometimes narrative) in gameplay traces but are limited in expressiveness by their inability to capture variable bindings; by prior work on plan recognition in narrative domains [3], some approaches to which closely resemble story sifting from a technical perspective; and by the use of story intention graphs for analogy search between plot structures [7], which could be leveraged for sifting via the analogical comparison of simulation outputs against structural patterns extracted from known-good stories. ...

Symbolic Plan Recognition in Interactive Narrative Environments
  • Citing Article
  • June 2021

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

... Policy-based Methods [22], [46], [5], [20], [21] Value Function based methods [62], [42], [49], [57], [50] Exploration-process methods [65], [64], [47], [36], [75], [28], [55] Augmentative Level Cooperation [50], [1], [77], [70], [44], [48] Design patterns Integrative Level Cooperation [28], [79], [69], [10], [9], [43], [55] Debative Level Cooperation [55], [32], [26], [18], [15], [6], [5] used in engineering and computer science. In this survey, we summarise the main interactive methods of cooperative reinforcement learning. ...

Games as Conversation
  • Citing Article
  • June 2021

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

... Our use of the dyad ''depicted as'' is intentional: Bowser, the axe, the fireball, and the platform are representational game elements [11]. In effect, this means that their depiction on screen is independent of their underlying computational model [83]. At a computational level, game elements exist in terms of the data structures that represent them and the algorithms that manipulate them. 1 For instance, whereas players might recognize Bowser as a character to Remove, the game's software may represent Bowser as an array of connected pixels or (more commonly) as a bounding box-a rectangular area of space that contains a ''solid'' entity [85]. ...

Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs
  • Citing Article
  • October 2020

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

... In a similar work, Smilevski et al. [28] introduced a Sequence-to-Sequence model with separate encoders for visual and narrative components, aiming to generate longer, more human-like stories that go beyond basic image descriptions. Addressing the need for discourse coherence in visual storytelling, Cardona-Rivera and Li [2] introduced PlotShot, a system that generates stories around user-supplied photographs by considering discourse constraints during fabula generation. While these approaches have shown promise in automated storytelling, they often focus on generating short, descriptive narratives or captions rather than longer, structurally complex stories. ...

PlotShot: Generating Discourse-Constrained Stories Around Photos
  • Citing Article
  • June 2021

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

... Older examples include the research leading up to the game Façde done by Mateas et al [17,18,20], centered around how to design engaging and procedurally generated narratives in games. McCoy et al [21], Cardona-Rivera and Young [2,36] and Samuel et al [30] have continued to build on this research, and take theoretical understanding of narratives from the Who camp and applies it to build or better understand artifacts firmly anchored in the What camp, with the aim of creating more engaging narrative experiences within games. ...

Approaching a Player Model of Game Story Comprehension Through Affordance in Interactive Narrative
  • Citing Article
  • October 2011

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

... To aid novices in the application of serious games to promote enduser security and privacy management, we first sought design tools to support them in crafting these games. We first created OGrES [6] (Objective, Game rationale, Enforced constraints, and Subject domain) to help novice developers avoid "chocolate-dipped broccoli" [2] design pitfalls by providing an easy to follow method for defining the high-level purpose of a serious game. This purpose, defined using OGrES then acts as a "directional compass for design decisions" [23]. ...

OGrES Welcome! Toward a Systematic Theory for Serious Game Design

... In this paper, we propose a new approach to media framing analysis that centers the role of narratives. Castricato et al. (2021) define narratives as stories that convey information, shape perceptions, and influence attitudes and behaviors. Our main goal with this approach is to find repeating story-telling patterns that can help disambiguate and explain high-level framing dimensions. ...

Towards a Model-Theoretic View of Narratives
  • Citing Conference Paper
  • January 2021

... Preservation can be effected via the game's design, e.g. by ''scripting the interactor'' as they fulfill their afforded role in the story [25, p. 79]. It may also be effected by some in-game artificial intelligence (AI) agent orchestrating the experience [26][27][28], which is responsible for monitoring and manipulating the unfolding game to satisfy an input set of authorial goals. For example, in Façade: ...

Invisible Dynamic Mechanic Adjustment in Virtual Reality Games
  • Citing Conference Paper
  • December 2020