07-26-2005
11-07-2004
coderead
02-22-2008

Andrew Stern

Andrew Stern is a designer, writer, and engineer of personality-rich, AI-based interactive characters and stories. Before Façade, Andrew was a lead designer and software engineer at PF.Magic, developing Virtual Babyz, Dogz, and Catz, which sold over two million units worldwide. He and Michael Mateas recently founded the game studio Procedural Arts, and regularly blog at GTxA. Andrew has presented and exhibited work at the Game Developers Conference, Independent Games Festival, SIGGRAPH, ISEA, Digital Arts and Culture, DiGRA, TIDSE, AAAI symposia, Autonomous Agents, and Intelligent User Interfaces. Awards include a Silver Invision 2000 award for Best Overall Design for CD-ROM, for Babyz; Catz received a Design Distinction in the first annual I.D. Magazine Interactive Media Review, and along with Dogz and Babyz was part of the American Museum of Moving Image's Computer Space exhibit in New York. The projects have been written about in the New York Times, Newsweek, Wired, and AI Magazine. Andrew holds a BS in Computer Engineering from Carnegie Mellon University and a master's degree in Computer Science from the University of Southern California.

A RIPOSTE TO: Mark Bernstein | Diane Greco -<

Both Thespis and Façade are making unexpected, "exotic" departures from their respective fields [for more on Façade, see Michael Mateas's First Person essay]. On the spectrum between hypertext and the Holodeck, Thespis offers hypertext rich in character; Façade offers an animated virtual world rich in dialog and introspection. Just as Bernstein and Greco are careful to point out about Thespis, Façade is not a game, it is not about realism. It is drama. The goal is not to "win" but to experience a compelling story, which in Façade 's case does not have a happy ending. And although we employ AI techniques, we too are only after the appearance of intentionality and individuality -- the core tenet of the believable agent approach to artificial intelligence (Bates, Loyall, and Reilly 1992). Façade 's simple models of psychology, emotion, and language understanding are customized to the requirements of our story; they are no more than sophisticated ways of keeping track of the story state that matters theatrically. That is, we are using AI techniques for artistic purposes; we are not creating realistic cognitive models.

[...]

Bernstein and Greco propose cards, each containing a brief, focused passage of text and annotated with constraints on the context in which they can be used and modifications they make to the reading context. The cards are played out using a simple set of rules by a single reader (Card Shark) or potentially by multiple readers (Social Shark). They say, "Rather than create complex actors, we create simple automata that say interesting things about important matters."

[...]

Like Card Shark cards, Façade 's story beats are annotated with preconditions and effects. The Façade beat manager runs a set of rules that decides which beat to play next, by searching for authored story beats with preconditions that match the player's current interactions and the story memory (what has happened so far). When multiple beats are available to play at any one time, the system may look at the effects of each beat and choose the one that best matches the dramatic arc the author is trying to achieve.

Mark Bernstein and Diane Greco respondoutbound link