The concept of audience interactivity has been rediscovered across many domains of storytelling and entertainment-e.g. digital games, in-person role-playing, film, theater performance, music, and theme parks-that enrich the form with new idioms, language, and practices. In this paper, we introduce a Spectrum of Audience Interactivity that establishes a common vocabulary for the design space across entertainment domains. Our spectrum expands on an early vocabulary conceptualized through co-design sessions for interactive musical performances. We conduct a cross-disciplinary literature review to evaluate and iterate upon this vocabulary, using our findings to develop our validated spectrum.
Open world games present players with more freedom than games with linear progression structures. However, without clearly-de ned objectives, they o en leave players without a sense of purpose. Most of the time, quests and objectives are hand-authored and overlaid atop an open world's mechanics. But what if they could be generated organically from the gameplay itself? e goal of our project was to develop a model of the mechanics in Minecra that could be used to determine the ideal placement of objectives in an open world se ing. We formalized the game logic of Minecra in terms of logical rules that can be manipulated in two ways: they may be executed to generate graphs representative of the player experience when playing an open world game with li le developer direction; and they may be statically analyzed to determine dependency orderings, feedback loops, and bo lenecks. ese analyses may then be used to place achievements on gameplay actions algorithmically.
Actions that affect knowledge asymmetrically between agents occur in numerous domains, from card games such as poker to the secure transmission of information. Applications in such domains often depend on reflection over knowledge, including what an agent knows about what other agents know. We are interested in enabling formal specification of these systems which may be used for executable prototyping as well as verification and other formal reasoning. Dynamic Epistemic Logic provides a formal basis for such reasoning, but is often prohibitively cumbersome to use in practice. We present an implementation and macro system called Ostari, backed by a particular flavor of Dynamic Epistemic Logic, which allows us to scale the ideas to more realistic problems. We demonstrate how actions that manipulate agents' beliefs can be written concisely and how this capability can be applied to modeling a popular card game by utilizing our system's ability to execute action sequences, answer queries about knowledge states, and find action sequences to satisfy a particular goal.
Abstract-We consider the task of scheduling a conference based on incomplete data about available resource and scheduling constraints, and describe a procedure for automated elicitation of additional data. This procedure is part of an interactive system for scheduling under uncertainty, which identifies critical missing data, generates related questions to the human administrator, and uses answers to improve the schedule.
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