2. Agenda
1. Introduction to virtual storytelling
2. Petri Nets
3. Our improvements in Petri Nets
4. Example
3. Storytelling
□ Storyteller tells a tale or a story
□ At a campfire, by the bed…
□ The storyline is adapted to the
storytellers needs and to the reactions
of the listeners
4. Virtual Storytelling
□ Application = storyteller
□ The plot is designed in advance
□ The storyline is influenced by the
actions of the viewer
5. Our Solution
Petri Nets:
□ Graphical and Modeling tool
□ Petri nets are useful tool for describing and
studying systems that are characterized as
being concurrent, asynchronous,
nondeterministic, and/or stochastic
6. Our Goals
□ Allow designers to easily and intuitively
create virtual stories
□ Coherency of the story in the virtual world
□ Good artificial intelligence of the actors
□ Application, that will allow the user
interaction with the story
8. Petri Nets
□ Petri net is a graphical and
mathematical modeling tool
□ Consists of only 3 main elements:
places
transitions
arcs
9. Petri Nets
Simple Petri Net example:
Main Elements:
Name
P1
Place
Name
Transition
T1
P2
Arc
Token
10. Petri nets
Rules:
□ Connections have a direction
□ Connection lead only from a place to transition or
from a transition to a place
p2
p1
t1
□ Places may contain zero or morep3
tokens
p2
p1
11. Transitions
p2
p1
Enabled:
t1
□ All input places contain a token
p2
p1
Firing:
t1
□ Only enabled transitions can fire
□ Consumes a token from each input place and adds a
token to each output place
12. Petri Net Example: Traffic Lights
Signal yellow
Go
Stop
Signal green
Warning
Signal Red
15. Tokens
Name
Name x Age x [Object]
□ Name – defines the token
□ Age – token age (changes according to the flow of
time in the virtual world)
□ Object (optional) – specifies if the token is attached
to a virtual world object
17. Triggers
Name
□ Name of the trigger
□ Preconditions that enable the trigger
- which containers must contain tokens
- what are the required properties of tokens
□ Consequences that the trigger will have
- which tokens will be placed in which containers
18. Storytelling PN
We call:
□ Containers as places in standard PN
□ Triggers as transitions in standard PN
□ Arcs are part of triggers
□ Token is one of the main element
19. Story
□ Containers are the entry point into the
Button pushed
Petri nets
□ Triggers can change the behavior of
the actors in the virtual world
Push btn
□ Tokens represent a object state or
certain world object
20. Example of a simple scene
Petri Net
Virtual World starring:
Adam wants to steal a present
Adam & Eve
Steal Present
Policeman nearby
At Shop
Mr. Policeman
Caught
Caught
Run away
Stolen
Present
Give To Eve
Shop full of
presents
21. Example of a simple scene
Petri Net
Virtual World
Adam wants to steal a present
Steal Present
Policeman nearby
Caught
Caught
Run away
At Shop
Stolen
Present
Give To Eve
22. Example of a simple scene #2
Petri Net
Virtual World
Adam wants to steal a present
Steal Present
Policeman nearby
Caught
Caught
Run away
At Shop
Stolen
Present
Give To Eve
23. Usage
Drama manager:
□ Contains the Petri nets and also has an eye into the
virtual world
□ Realizes the story in the virtual world
□ Controls the Petri nets depending on the state of
the virtual world
□ Changes the behavior of the virtual agents
24. Usage - Advantages
□ The story that takes place in the world stays
in the desired tracks, even thou some parts
may be completed in many different ways.
□ Plot is designed in key points. ** domyslet
□ Reacts directly to the things that are
happening in the world and allows the plot
to continue.
25. Questions and Answers
Thanks for listening
more information at:
http://ksvi.mff.cuni.cz/~brom/papers/IVE-dramamanager-2006.pdf
Notas do Editor
Pribeh NENI stejny. Je dynamicky, ale jen do urcite miry. Oproti uplne dynamickym pribehum (pak se tomu moc neda rikat pribeh – nema to zadny dej) zde mame predem definovane jednotliva stadia pribehu a jeho mozne konce. Jde o to, ze autor stale bude pracovat se standardnimi literarnimi postupy (byt omezene mire), ale pribeh se pote bude PRIZPUSOBOVAT tomu, jak posluchovac bude svet ovlivnovat. V jistem smyslu bude svet reagovat na uzivatele, bude pusobit jako dynamicky, ale stale si zachova svou autorem danou zajimavost a logiku. Prave tohle zachovani si autorova zameru j nejdulezitejsi. Pribeh se muze vetvit, zase se setkavat, ale prubeh mezi zachytnymi body je svym zpusobem dynamicky.
Bod 1 a 2 je to same.
Chceme:
Umoznit designerum jednoduse a intuitivne navrhovat virtualni pribehy
Kvalitni umelou inteligenci jednotlivych postavicek
Aplikaci, ktera umozni uzivateli s pribehem interagovat.