Dynamic Story Theory - Dropped
Does anyone here have experience with neural networks? I have an idea...
I'm working on the storylines implementation part of the framework rewrite and I'm writing the social setting implementation sub-section. There really aren't a lot of options beyond inter-faction relations (e.g. a vague version of international politics of sorts), economic stuff, and pirate attacks. So I was thinking maybe we could build on that by developing a neural network to generate simulated faction cultures, media, politics, and other stuff. Something along the lines of SimCity or the Sims. I really have no idea how the AI in those games work but it doesn't need to be done in real time.
One of the neat features of RakNet is support for RPC (remote procedure calls) effectively allowing for the formation of parallel processing super computers that can make efficient use of periods of low CPU load on the client/player systems. So if each client were given a chunk of data to process it could do the processing work while the MP server manages the work load and all the data (just like SETI@home or any of the other @home data processing networks). If we added something like a thousand fake factions with ten thousand fake characters they could dynamically produce TV shows, commodities, news, rumors, NPC chatter, and possibly something that the player could become directly involved with (in a limited fashion). This would require a large amount of high level programming, scripting, and a massive volume of written material. It would be a long term feature to be implemented after everything else but it is possible.
If a process for generating these groups were streamlined then the work load would be shifted from the development team to the TLR community to write details for the factions and characters. Effectively this could also be used for dynamically creating new storylines with full campaigns and other stuff. I've seen AI chatter bots that'll talk your ear off if you let them but its generally boring stuff or verbose replay of stories the bot was told by other users.
So the problem is figuring out how to reliability generate dramatic story material. However one option is to run whole libraries of books through the AI chatter bot and then get it to tell stories based on those books. Problem there is the books must be painstakingly formatted in XML so the AI can correctly process the logic of the story. Alternatively we can develop algorithms that will generate the story procedurally but that would require extensive work by a small army of programmers rather than a community of writers.
Clarification: By feeding books to the chatter bot it can generate logic structures that can be used as templates to basically tell the same story but in a different setting and with different characters. To support TV shows, missions, and campaigns a system for interpreting the movements and actions of the characters in the story must be developed. Then the books fed to the bot would have to be carefully formatted to include extreme detail about the those movements and actions. Dialog is actually easy as long as its noted with quotation marks and includes a dialog source statement the bot can follow (e.g. <character> said, ”<dialog text>” ). Each character also needs to be profiled in the conversion process to include a highly detailed physical description for NPC generation and a voice profile for the text to voice engine. Character descriptions don't have to be exact, just enough to get the general scope of the character, so ranges of characteristics can be used (e.g. age range could be a number range or abstracted to “teenager” or “middle age” and then the character generation system can pick a random value within that range. Setting details are less critical since the story is being abstracted into the Openlancer setting (roughly similar to Freelancer). It might be easier to convert a movie script or play than a typical short story or even a novel. Fine tuning this monster system will also require figuring out how to translate emotional states into facial and body animation scripts. There are existing commercial middle ware systems that do most of this automatically but I can't find any free open source systems to do even half of it.
If this were done the groups would generate material for faction politics, media culture, civilian culture, corporate culture, and social concerns that would become the basic for TV shows, news, rumors, NPC chatter, missions, and campaigns. Note, obviously this would be almost entirely based on the story profiles put into the system, so the extent of the storyline material generated would be based on the volume of material generated by the TLR community.
Another problem is the AI chatter bot software we need is mainly closed source commercial products. So we need to develop some of this stuff ourselves if we want to be able to make the generated content truly dynamic. News, rumors, simple NPC chatter, missions, and campaigns can use templates that kind of work like CSS style sheets, they take a certain amount of prewritten text and fill in gaps with dynamic game data. Generating the prewritten text dynamically requires an AI chatter bot and the more diverse the subject matter the more complex the AI needs to be and also pushes the required processing power into an extreme range. The same is true of text-to-voice engines, most of the good ones are closed source commercial and used on things like customer service call centers and robots.
I honestly think that creating something akin to the Sims, SimCity, and similar games is possible and then routing that to the players via the TV streaming render data sub system is possible, along with everything else, the news, rumors, chatter, missions, and campaigns. So here are my questions:
Is anyone interested in this?
Does anyone have any ideas for how to develop this?
If a system were developed and we could write a manual to allow general TLR members to create the factions and characters would people be interested in working on this?
If a system were developed to process specially formatted text would anyone be interested in converting public domain fiction books into that format if a manual detailing the process was released?
Does anyone know of any systems that are able to dynamically generate stories?
Does anyone here play or know someone that plays the Sims 2 SimCity (current version ?), or similar simulated reality type games and can describe in detail the extent of what the characters can do by themselves? (maybe include specific examples or stories about their Sims characters)
Does anyone know exactly how the AI in the Sims 2 and those other games works?
Has anyone worked with complex neural networks before?
Are any programmers lurking in the background reading this?
Any other ideas?
And, uh, have I gone completely mad or as Blackhole was fond of saying, insane?
-Burn
Edited by - MegaBurn on 12/28/2005 8:53:02 AM
Edited by - MegaBurn on 1/4/2006 7:32:01 PM
I'm working on the storylines implementation part of the framework rewrite and I'm writing the social setting implementation sub-section. There really aren't a lot of options beyond inter-faction relations (e.g. a vague version of international politics of sorts), economic stuff, and pirate attacks. So I was thinking maybe we could build on that by developing a neural network to generate simulated faction cultures, media, politics, and other stuff. Something along the lines of SimCity or the Sims. I really have no idea how the AI in those games work but it doesn't need to be done in real time.
One of the neat features of RakNet is support for RPC (remote procedure calls) effectively allowing for the formation of parallel processing super computers that can make efficient use of periods of low CPU load on the client/player systems. So if each client were given a chunk of data to process it could do the processing work while the MP server manages the work load and all the data (just like SETI@home or any of the other @home data processing networks). If we added something like a thousand fake factions with ten thousand fake characters they could dynamically produce TV shows, commodities, news, rumors, NPC chatter, and possibly something that the player could become directly involved with (in a limited fashion). This would require a large amount of high level programming, scripting, and a massive volume of written material. It would be a long term feature to be implemented after everything else but it is possible.
If a process for generating these groups were streamlined then the work load would be shifted from the development team to the TLR community to write details for the factions and characters. Effectively this could also be used for dynamically creating new storylines with full campaigns and other stuff. I've seen AI chatter bots that'll talk your ear off if you let them but its generally boring stuff or verbose replay of stories the bot was told by other users.
So the problem is figuring out how to reliability generate dramatic story material. However one option is to run whole libraries of books through the AI chatter bot and then get it to tell stories based on those books. Problem there is the books must be painstakingly formatted in XML so the AI can correctly process the logic of the story. Alternatively we can develop algorithms that will generate the story procedurally but that would require extensive work by a small army of programmers rather than a community of writers.
Clarification: By feeding books to the chatter bot it can generate logic structures that can be used as templates to basically tell the same story but in a different setting and with different characters. To support TV shows, missions, and campaigns a system for interpreting the movements and actions of the characters in the story must be developed. Then the books fed to the bot would have to be carefully formatted to include extreme detail about the those movements and actions. Dialog is actually easy as long as its noted with quotation marks and includes a dialog source statement the bot can follow (e.g. <character> said, ”<dialog text>” ). Each character also needs to be profiled in the conversion process to include a highly detailed physical description for NPC generation and a voice profile for the text to voice engine. Character descriptions don't have to be exact, just enough to get the general scope of the character, so ranges of characteristics can be used (e.g. age range could be a number range or abstracted to “teenager” or “middle age” and then the character generation system can pick a random value within that range. Setting details are less critical since the story is being abstracted into the Openlancer setting (roughly similar to Freelancer). It might be easier to convert a movie script or play than a typical short story or even a novel. Fine tuning this monster system will also require figuring out how to translate emotional states into facial and body animation scripts. There are existing commercial middle ware systems that do most of this automatically but I can't find any free open source systems to do even half of it.
If this were done the groups would generate material for faction politics, media culture, civilian culture, corporate culture, and social concerns that would become the basic for TV shows, news, rumors, NPC chatter, missions, and campaigns. Note, obviously this would be almost entirely based on the story profiles put into the system, so the extent of the storyline material generated would be based on the volume of material generated by the TLR community.
Another problem is the AI chatter bot software we need is mainly closed source commercial products. So we need to develop some of this stuff ourselves if we want to be able to make the generated content truly dynamic. News, rumors, simple NPC chatter, missions, and campaigns can use templates that kind of work like CSS style sheets, they take a certain amount of prewritten text and fill in gaps with dynamic game data. Generating the prewritten text dynamically requires an AI chatter bot and the more diverse the subject matter the more complex the AI needs to be and also pushes the required processing power into an extreme range. The same is true of text-to-voice engines, most of the good ones are closed source commercial and used on things like customer service call centers and robots.
I honestly think that creating something akin to the Sims, SimCity, and similar games is possible and then routing that to the players via the TV streaming render data sub system is possible, along with everything else, the news, rumors, chatter, missions, and campaigns. So here are my questions:
Is anyone interested in this?
Does anyone have any ideas for how to develop this?
If a system were developed and we could write a manual to allow general TLR members to create the factions and characters would people be interested in working on this?
If a system were developed to process specially formatted text would anyone be interested in converting public domain fiction books into that format if a manual detailing the process was released?
Does anyone know of any systems that are able to dynamically generate stories?
Does anyone here play or know someone that plays the Sims 2 SimCity (current version ?), or similar simulated reality type games and can describe in detail the extent of what the characters can do by themselves? (maybe include specific examples or stories about their Sims characters)
Does anyone know exactly how the AI in the Sims 2 and those other games works?
Has anyone worked with complex neural networks before?
Are any programmers lurking in the background reading this?
Any other ideas?
And, uh, have I gone completely mad or as Blackhole was fond of saying, insane?
-Burn
Edited by - MegaBurn on 12/28/2005 8:53:02 AM
Edited by - MegaBurn on 1/4/2006 7:32:01 PM