Interactive Story Development System and Method for Creating a Narrative of a Storyline
    1.
    发明申请
    Interactive Story Development System and Method for Creating a Narrative of a Storyline 审中-公开
    互动故事发展系统和创造故事情节叙事的方法

    公开(公告)号:US20160274705A1

    公开(公告)日:2016-09-22

    申请号:US14663121

    申请日:2015-03-19

    CPC分类号: G06F3/048 A63F13/47 A63F13/60

    摘要: There is provided a method for use by an interactive story development system. The method includes receiving a story state including an attribute state of each of a plurality of items present in a storyline, wherein the plurality of items include a plurality of objects of the storyline and a plurality of characters of the storyline. The method also includes creating a story web, wherein the story web includes a node for every possible interaction between the plurality of objects and the plurality of characters in the storyline, and calculating a narrative value for each of the nodes of the story web, receiving a first input from a user selecting user criteria including at least one of a story telling option of the storyline and a sentiment selection, and determining based on the narrative value and the user criteria, a plurality of candidate nodes of the story web.

    摘要翻译: 提供了一种交互式故事开发系统使用的方法。 该方法包括接收包括故事情节中存在的多个项目中的每一个的属性状态的故事状态,其中所述多个项目包括故事情节的多个对象和故事情节的多个角色。 该方法还包括创建故事网络,其中故事网络包括用于在故事情节中的多个对象与多个角色之间的每个可能的交互的节点,以及计算故事网的每个节点的叙述值,接收 来自用户的第一输入选择包括故事情节的故事讲述选项和情感选择中的至少一个的用户标准,以及基于叙述值和用户标准确定故事网的多个候选节点。

    SIMULATED HUMAN-LIKE AFFECT-DRIVEN BEHAVIOR BY A VIRTUAL AGENT

    公开(公告)号:US20220366210A1

    公开(公告)日:2022-11-17

    申请号:US17859958

    申请日:2022-07-07

    IPC分类号: G06N3/00

    摘要: A system for simulating human-like affect-driven behavior includes a hardware processor and a system memory storing software code providing a virtual agent. The hardware processor executes the software code to identify a character assumed by the virtual agent and having a personality, a target state of motivational fulfillment, a baseline mood, and emotions. The software code identifies current physical and motivational fulfillment states, and currently active emotions of the character, and determines a current mood of the character based on the baseline mood and the currently active emotions. The software code further detects an experience by the character and plans multiple behaviors including a first behavior based on the experience and the current physical state, the second behavior based on the experience, the personality, the current mood, and the currently active emotions, and a third behavior based on the target and current states of motivational fulfillment.

    Systems and methods for generating event-centric animations using a graphical user interface

    公开(公告)号:US10783689B2

    公开(公告)日:2020-09-22

    申请号:US14946041

    申请日:2015-11-19

    摘要: A user interface may be presented to a user that may provide an intuitive interface configured for generating animations. The user interface may be users of varying levels of expertise, while retaining the freedom of authoring complex narratives in an animation. A given narrative may be constrained by user input related to one or more of events to occur in an animation, individual animation components that may be included in the events, and/or other input. The system may be configured to “fill in” missing gaps in a narrative to generate a consistent animation while still meeting one or more narrative constraints specified by user input. By way of non-limiting example, gaps may be “filled in” by effectuating non-user selections of one or more of events, animation components, and/or other information used to generate an animation.

    Interactive story development system and method for creating a narrative of a storyline

    公开(公告)号:US10042506B2

    公开(公告)日:2018-08-07

    申请号:US14663121

    申请日:2015-03-19

    IPC分类号: G06F3/048 A63F13/60 A63F13/47

    摘要: There is provided a method for use by an interactive story development system. The method includes receiving a story state including an attribute state of each of a plurality of items present in a storyline, wherein the plurality of items include a plurality of objects of the storyline and a plurality of characters of the storyline. The method also includes creating a story web, wherein the story web includes a node for every possible interaction between the plurality of objects and the plurality of characters in the storyline, and calculating a narrative value for each of the nodes of the story web, receiving a first input from a user selecting user criteria including at least one of a story telling option of the storyline and a sentiment selection, and determining based on the narrative value and the user criteria, a plurality of candidate nodes of the story web.

    Guided Authoring of Interactive Content
    7.
    发明申请
    Guided Authoring of Interactive Content 审中-公开
    指导互动内容的创作

    公开(公告)号:US20160246613A1

    公开(公告)日:2016-08-25

    申请号:US14626849

    申请日:2015-02-19

    CPC分类号: G06F9/453 G06F11/30 G06F17/00

    摘要: There are provided systems and methods for guided authoring of interactive content. A content generation system enabling such guided authoring includes a system processor, a system memory, and an interactive content authoring engine stored in the system memory. The system processor is configured to execute the interactive content authoring engine to receive data corresponding to an interactive content through an authoring interface of the interactive content authoring engine, and to detect at least one of an inconsistency in the interactive content and a possible conflict arising from a user interaction with the interactive content. The system processor is further configured to to execute the interactive content authoring engine to identify at least one solution for each inconsistency and/or possible conflict, and to resolve the inconsistency or inconsistencies and the possible conflict(s) to enable generation of a substantially conflict and inconsistency free interactive content.

    摘要翻译: 提供了指导互动内容创作的系统和方法。 实现这种引导创作的内容生成系统包括系统处理器,系统存储器和存储在系统存储器中的交互式内容创作引擎。 系统处理器被配置为执行交互式内容创作引擎,以通过交互式内容创作引擎的创作界面接收对应于交互式内容的数据,并且检测交互式内容的不一致性以及由此产生的可能的冲突中的至少一个 用户与交互式内容交互。 系统处理器还被配置为执行交互式内容创作引擎以针对每个不一致性和/或可能的冲突来识别至少一个解决方案,并且解决不一致或不一致以及可能发生的冲突以产生基本冲突 和不一致的互动内容。

    Simulated human-like affect-driven behavior by a virtual agent

    公开(公告)号:US11416732B2

    公开(公告)日:2022-08-16

    申请号:US16210928

    申请日:2018-12-05

    IPC分类号: G06N3/00

    摘要: A system for simulating human-like affect-driven behavior includes a hardware processor and a system memory storing software code providing a virtual agent. The hardware processor executes the software code to identify a character assumed by the virtual agent and having a personality, a target state of motivational fulfillment, a baseline mood, and emotions. The software code identifies current physical and motivational fulfillment states, and currently active emotions of the character, and determines a current mood of the character based on the baseline mood and the currently active emotions. The software code further detects an experience by the character and plans multiple behaviors including a first behavior based on the experience and the current physical state, the second behavior based on the experience, the personality, the current mood, and the currently active emotions, and a third behavior based on the target and current states of motivational fulfillment.

    Affect-driven dialog generation
    9.
    发明授权

    公开(公告)号:US10818312B2

    公开(公告)日:2020-10-27

    申请号:US16226166

    申请日:2018-12-19

    摘要: According to one implementation, an affect-driven dialog generation system includes a computing platform having a hardware processor and a system memory storing a software code including a sequence-to-sequence (seq2seq) architecture trained using a loss function having an affective regularizer term based on a difference in emotional content between a target dialog response and a dialog sequence determined by the seq2seq architecture during training. The hardware processor executes the software code to receive an input dialog sequence, and to use the seq2seq architecture to generate emotionally diverse dialog responses based on the input dialog sequence and a predetermined target emotion. The hardware processor further executes the software code to determine, using the seq2seq architecture, a final dialog sequence responsive to the input dialog sequence based on an emotional relevance of each of the emotionally diverse dialog responses, and to provide the final dialog sequence as an output.

    SIMULATED HUMAN-LIKE AFFECT-DRIVEN BEHAVIOR BY A VIRTUAL AGENT

    公开(公告)号:US20200184306A1

    公开(公告)日:2020-06-11

    申请号:US16210928

    申请日:2018-12-05

    IPC分类号: G06N3/00

    摘要: A system for simulating human-like affect-driven behavior includes a hardware processor and a system memory storing software code providing a virtual agent. The hardware processor executes the software code to identify a character assumed by the virtual agent and having a personality, a target state of motivational fulfillment, a baseline mood, and emotions. The software code identifies current physical and motivational fulfillment states, and currently active emotions of the character, and determines a current mood of the character based on the baseline mood and the currently active emotions. The software code further detects an experience by the character and plans multiple behaviors including a first behavior based on the experience and the current physical state, the second behavior based on the experience, the personality, the current mood, and the currently active emotions, and a third behavior based on the target and current states of motivational fulfillment.