Simulationist Storytelling and Personality in AI

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This set of vocabulary flashcards covers key concepts from simulationist storytelling lectures, focusing on the Versu and Facade systems, personality modeling through utility functions, and AI evaluation metrics.

Last updated 7:28 AM on 5/23/26
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15 Terms

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Versu

A simulationist storytelling system developed by Evans and Short designed for text-only social drama featuring flexible AI characters and player roles.

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Social Practice Objects

Objects that provide agents with possible actions and the constraints that must be satisfied to undertake those actions within the Versu system.

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Affordances

A term from human-computer interaction literature used in Versu to describe the available options or possible actions an agent can take.

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Preconditions

Requirements that must be satisfied for an operation to be available to an agent, similar to the operators in the STRIPS system.

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Utility Function

The model used in Versu to represent individual personality by defining the value or utility an agent places on specific actions or social outcomes.

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Richard Evans

One of the authors of the paper on Versu and a former author of the popular life simulation game, The Sims.

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Regency Period

The historical setting for Versu, modeled after the life dramas of wealthy English people around the year 18121812.

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Facade

An interactive drama system used as a primary comparator for Versu, featuring full interactive graphics and a model of joint behaviors.

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Beats

Theatrical scripting units used in Facade to coordinate sets of actions and maintain continuous story state values.

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Local Agency

An evaluation metric where a system is considered successful if player actions cause an immediate, context-specific, and meaningful reaction.

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Global Agency

An evaluation metric referring to the user's ability to control the overall shape of a story and lead it toward one of various specific endings.

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Physical Symbol System Hypothesis

A theoretical framework suggesting that personality is a manifestation of values that shape an agent's search for satisfying operator sequences.

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STRIPS system

An AI planning system exemplified by Shaky the robot where move operators add new location facts and remove facts about the room being left.

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Back-channel feedback

Non-verbal communication cues such as nodding and frowning used by AI agents like Auto Tutor to represent part of their discourse.

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Authoring Effort

A criterion used by Evans and Short to evaluate their framework, claiming it allows for more efficient creation of interactive experiences compared to others.