<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Finite State Machines and Live Emergent Narrative Theatre</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>In: A. Jorge, R. Campos, A. Jatowt, A. Aizawa (eds.): Proceedings of the first AI4Narratives Workshop</institution>
          ,
          <addr-line>Yokohama</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents a project currently in development that examines novel approaches to creating and presenting emergent narrative as a live performance. The proposed approach will allow a narrative to emerge from a systemic relationship between audience, finite state machine and performers. It exists at the intersection of gaming and theatre, implementing finite state machines to generate a data set for performers to utilise, and that audience members can access and modify during a live performance.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1 Northumbria University
2 Paper Dove Company Ltd
Emergent narrative is a form of narrative development where
there is little or no author agency. The term was first coined
in 1995 by Tinsley Galyean in his doctoral thesis Narrative
Guidance of Interactivity. Galyean saw emergence as a
natural everyday phenomenon, stating that “We all construct
narratives out of our daily activities to help us remember,
understand, categorize and share experience.” [Galyean, 1995].
In place of traditional authoring, stories emerge from
lowlevel interactions between elements in a system, “Rather than
seeing the hierarchy above as a top-down structure, one may
view it as a bottom-up structure, in which each level is created
by interaction below it.” [Aylett, 1999] Having stories emerge
from low-level interactions inevitably leads to problems with
“narrative intelligibility” [Bruni and Baceviciute, 2013], the
idea that a story must be coherent and meaningful for an
audience. There are many other problems such as with “story
recognition”, which is a problem with a systems ability to
understand and adapt to the narrative it is generating; “Systems
whose narratives emerge from simulations currently have no
way of discerning the very stories they support.” [Ryan et al.,
2015].
Copyright c 2020 by the paper’s authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>The proposed approach creates information through
lowlevel finite state machine interactions with a digital
environment. Finite state machines utilize a finite set of states to
perform tasks, it is prominent in video games as it is useful
when creating non-playable characters that are both reactive
to environmental conditions and player interactions. To
create audience agency, the way in which the data is generated
can be modified by the audience. The data is then
communicated to performers for use in their live improvisational story
processes. The research aims to answer the following
questions: what types of data can be produced to help performers
form, develop and maintain consistent emergent narratives?
How will this data be communicated and used? In what way
can we ensure that audience members understand the causal
links between their actions and the actions of the performers?
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>Research in this area is needed because of growing trends
towards emergent narrative within the arts, video game and
film sectors. In video game and film, exploration of
emergent narrative has been established, through works such as
Slime Rancher [Monomi-Park, 2016] and Wolves in the Walls
[Fable-Studio, 2018]. These employ different rule sets to
develop a narrative from interactions between users and
virtual agents. Slime Rancher, in particular, employs finite
state machine AI, in order to develop complex interconnected
relationships between characters. Nick Popovich, CEO of
Monomi Park explains that to create emergent storytelling,
you must “cook emergent behaviours into the actors in your
game, which generates emergent gameplay, which is then
viewed as emergent storytelling.” This is done by creating
character agents with a “collision of wants and needs” [GDC,
2017]. Therefore, “An emergent approach to game design
requires a globally designed game system that provides rules
and boundaries for player interactions, rather than prescripted
paths” [Sweetser and Wiles, 2005].</p>
      <p>Using finite state machines for video games is a
wellestablished practice, but within a theatrical context, the
implementation is limited. Bad News: A game of death and
communication [Ryan et al., 2016] employs improvisational
actors to take the role of characters in a small fictional town in
America. All of the relevant information is procedurally
generated and the user takes actions within this world through a
text-based interface.</p>
      <p>There are emergent structures in Improvisational theatre,
but the dynamics are more complex as it “depends on
performers observing their own and other performers actions,
executing some quick deliberative process, and then
selecting new actions to perform.” [Magerko et al., 2009]. In Bad
news: A game of death and communication, this is mitigated
by the pace of interactivity and the procedurally generated
contextual and character relationship information, ensuring
that performers have a basis for their actions. Within
contemporary performance art, works that play with the nature
of audience interactions are well established and are useful
when considering audience agency over a performance.
Marina Abramovic´’s performance Lips of Thomas [Abramovic,
1975] is an example of nuanced audience agency. In this
performance Abramovic´’ engaged in several self-abusive
activities including shredding her clothes, self-flagellation and
laying on a block of ice. These actions eventually prompted the
audience to physically stop the performance, and so “created
a situation wherein the audience was suspended between the
norms and rules of art and everyday life, between aesthetic
and ethical imperatives” [Fischer-Lichte, 2008].</p>
      <p>Interactive theatre and dance have the potential for
emergent narrative but currently employ limited emergence. The
forerunners of theatrical interactivity are companies such as
Punchdrunk and Blast Theory, both of which primarily use
multiple-choice interactivity with a set number of pathways
through a story such as Prospero’s Island [Punch-Drunk,
2014]. Blast Theory, in particular, explores the use of
technology, in their seminal work, Desert Rain [Blast-Theory,
1999], using mixed reality as a way to present the stories of
real people during the Gulf War.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Research Project: Implementing an</title>
    </sec>
    <sec id="sec-4">
      <title>Emergent Narrative in a Theatre Setting with Live Actors.</title>
      <p>The proposed system generates data to be used by live
improvisational performers, this is achieved by using the data to
control stage equipment, which creates cues for performers to
interpret. The system allows the audience to modify how data
is generated, rather than directly changing the data. This
approach outputs data at a defined rate, that cannot be changed
by the audience. This is useful for performers as the data
changes gradually, making it more predictable than if the
audience were to modify the data at their discretion. Each finite
state machine creates an individual data set as they interact
with their environment. This data consists of a positive and a
negative number, and a third number which is an average
between the two. These numbers are continually changing
during a finite state machines life cycle. Finite state machine life
cycles consist of interacting with their environment, dividing
to create more finite state machines with new data, and then
dying after diving twice. Once they reach this stage, they
deposit their generated data for one of the onstage performers to
use, then they stop all activities. The finite state machines are
represented in the digital world by floating orbs that traverse
the digital environment, interacting with objects and
changing colour based on their data set, shown in fig 1. This allows
the audience an understanding of the data that each finite state
machine is holding. All interactions are shown in fig 2, they
include the following: Objects of Interest, a Food Source,
and Digital Representations of Performers. Objects of
Interest stay in fixed locations, disappearing for a few seconds
once finite state machines have interacted with them. They
can be modified by audience members, allowing the audience
to change their colour which changes the data generated by
any finite state machines interacting with them. Red Objects
of Interest will increase the negative number, and green will
increase the positive number. Finite state machines will
interact with the closest Object of Interest to them. Food sources
are moved randomly around the environment every time
finite state machines interact with them. This moves the
finite state machines around the environment, stopping them
from getting stuck interacting with a specific set of Objects
of Interest. The audience can also interact with these Food
Sources which attracts all finite state machines within five
metres, giving the audience a way to control the finite state
machines. Digital Representations of Performers hold
individual data sets that are specific to each on-stage performer.
When a finite state machine comes to the end of its life cycle,
it will automatically move to the closest Digital
Representation of a Performer and transfer its data. This data transfer
is accumulative and so the data held by digitally represented
performers are defined by the processes of the finite state
machines.</p>
      <p>The data is then communicated to the corresponding
onstage performers, who use it to develop a story. Currently, as
a starting point for performances, a vague context is set. We
hope that in future work we will be able to work with
audiences to contextualise the beginning of performances. The
data produced is generic and does not intrinsically imply
narrative information, so the performers need to find ways of
converting it into usable information. A simple example of
this might be: two performers on stage acting out a breakfast
scene, the lower the value a performer receives the more
argumentative they become and vice versa. It could also be
used for narrative devices such as the speed of the
imaginary wind. Currently, the system can use the data that is
generated to modify various stage equipment such as
lighting, sound, and video. These are used to create cues for
performer actions. An advantage of working with performers
is that there is no need for highly complex systems that
attempt to act intuitively to stimuli. High-level cognitive tasks
are delegated to the performers and the computationally
intensive task of information generation is left to the finite state
machines. By forcing the audience to work within the
boundaries of the systems data generation parameters, the audience
becomes immersed at the intersection of ‘mechanical
immersion’ and ’narrative immersion’ [Mason, 2013]. The
audience has to engage in repetitive tasks to develop their
narrative immersion. Mechanical and narrative immersion is well
established in the literature and often are seen as counter to
each other, “Whereas ludic immersion presupposes a
physically active participant, narrative immersion is an engagement
of the imagination in the construction and contemplation of a
story world” [Marie-Laure Ryan, 2009], “ludic immersion”
here corresponds to Mason’s “mechanical immersion”. We
can view the immersive nature of the proposed system as
creating a dual process immersion, as it is a result of both
processes in sync with each other. It is important to make the
distinction between manipulating data directly and
manipulating the way in which it is generated. By asking an
audience member to stop and make complex narrative decisions,
immersion can be compromised [Louchart et al., 2008].</p>
      <p>The interface between audience and performers will allow
audience members to influence the data, without disrupting
the performance. It will also create a situation whereby
audience members might work with or against each other to
realise group or individual goals. Understanding audience
agency in this context is a key part of the research. Murray
defines agency as being “the satisfying power to take
meaningful action and see the results of our decisions and choices.”
[Murray, 1997] Although, the phrase ’meaningful’ is
problematic, as it can be interpreted subjectively. “Diegetic” and
“extra-diegetic” agency can help to clarify the types of agency
an audience member could have. “Diegetic” being “those
choices that a player makes as a character or presence within
a story world that affect story” and “extra Diegetic” being
“choices that a player makes as an external observer that
affect the discourse” [Mason, 2013]. It is important to
understand that with all narrative media “we will always have
to exercise conscious work in order to find meaning”
[Fencott, 2001]. Another potential difficulty may lie with
“authoraudience distance (AAD),” which is the “notion of message
transmission between sender and receiver.” [Bruni and
Baceviciute, 2013]. With the proposed system, we consider the
amalgamation of performers, audience and procedural data
as redefining the traditional author, and so audience agency is
wrapped up in their ability to interpret causal links between
their actions and the actions of the performers. An advantage
in using finite state machines to generate data is it allows for
automation. This allows the audience freedom to stop or start
engaging with the system at will, without disturbing the
narrative. Thus, maintaining audience immersion and allowing
the system to adapt to the type of audience members
engaging with it, “critical readers” and “naive readers” [Young and
Cardona-Rivera, 2011].
This work is the basis for implementing finite state machines
within a theatrical context that creates an audience-performer
relationship conducive to the development of an emergent
narrative. The research primarily focuses on data creation and
communication. Further work in this area could extend to
developing narrative frameworks which systematise performer
output, which is essential for creating explicit links between
performer output and audience input. Exploring the
possibilities of remote online audiences could also be productive,
possibly leading to greater accessibility and large amounts of
active participants which would dramatically change the
dynamic between the performer and audience.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The proposed research will be a step towards a hybrid system
requiring interdisciplinary collaboration and the merging of
traditions and technologies. It is a novel approach to creating
an emergent narrative for live performance, utilising
immersive technologies, where authorial control is combinatory, a
synchronized effort between the audience, the performers and
the procedural data generation process. The system creates a
dynamic and robust bridge between audience and performers
that holds many possibilities for extending its usability. By
working directly with performers, it will be possible to
explore how this could extend, by understanding how generic
data can be transformed into useful narrative data for
improvisation.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>We thank Dr. Steve Gibson, Prof. Lars Erik Holmquist and
Deriannna Thomas for their advice and comments on the
manuscript. The work was supported by the IIIP European
Regional Development Fund.</p>
      <p>Lips of Thomas.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <source>[Abramovic</source>
          , 1975]
          <string-name>
            <given-names>Marina</given-names>
            <surname>Abramovic</surname>
          </string-name>
          .
          <source>Live Performance</source>
          ,
          <year>1975</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <source>[Aylett</source>
          , 1999]
          <string-name>
            <given-names>Ruth</given-names>
            <surname>Aylett</surname>
          </string-name>
          .
          <article-title>Narrative in virtual environments - towards emergent narrative</article-title>
          .
          <source>Working notes of the Narrative Intelligence Symposium</source>
          ,
          <volume>1</volume>
          :
          <fpage>83</fpage>
          -
          <lpage>86</lpage>
          ,
          <year>January 1999</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [
          <string-name>
            <surname>Blast-Theory</surname>
          </string-name>
          ,
          <year>1999</year>
          ]
          <article-title>Blast-Theory. Desert rain</article-title>
          .
          <source>Live interactive performance</source>
          ,
          <year>1999</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <source>[Bruni and Baceviciute</source>
          , 2013]
          <article-title>Luis Emilio Bruni</article-title>
          and
          <string-name>
            <given-names>Sarune</given-names>
            <surname>Baceviciute</surname>
          </string-name>
          .
          <article-title>Narrative intelligibility and closure in interactive systems</article-title>
          .
          <source>In Interactive Storytelling</source>
          , pages
          <fpage>13</fpage>
          -
          <lpage>24</lpage>
          , Cham, Switzerland,
          <year>November 2013</year>
          . Springer International Publishing.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [
          <string-name>
            <surname>Fable-Studio</surname>
          </string-name>
          ,
          <year>2018</year>
          ]
          <article-title>Fable-Studio. Wolves in the Walls</article-title>
          . [Oculus Rift],
          <year>2018</year>
          .
          <article-title>Interactive virtual reality Film</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <source>[Fencott</source>
          , 2001]
          <string-name>
            <given-names>Clive</given-names>
            <surname>Fencott</surname>
          </string-name>
          .
          <article-title>Virtual storytelling as narrative potential: Towards an ecology of narrative</article-title>
          .
          <source>In Virtual Storytelling Using Virtual Reality Technologies for Storytelling</source>
          , pages
          <fpage>90</fpage>
          -
          <lpage>99</lpage>
          , Berlin, Heidelberg,
          <year>September 2001</year>
          . Springer.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [
          <string-name>
            <surname>Fischer-Lichte</surname>
          </string-name>
          ,
          <year>2008</year>
          ]
          <string-name>
            <given-names>Erika</given-names>
            <surname>Fischer-Lichte</surname>
          </string-name>
          .
          <article-title>The Transformative Power of Performance: A New Aesthetics</article-title>
          . Routledge, Abingdon, London,
          <year>June 2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <source>[Galyean</source>
          , 1995]
          <article-title>Tinsley A. Galyean. Narrative guidance of interactivity</article-title>
          .
          <source>PhD thesis</source>
          , Massachusetts Institute of Technology, USA, Massachusetts,
          <year>1995</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <source>[GDC</source>
          ,
          <year>2017</year>
          ]
          <article-title>GDC. A thousand tiny tales: Emergent storytelling in slime rancher. Talk given by Nick Popovich at the annual Game Developers Conference</article-title>
          , Youtube Video,
          <year>2017</year>
          . https://www.youtube.com/watch? v=GbVFa89kUhw,Accessed:
          <fpage>2020</fpage>
          -04-11.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [Louchart et al.,
          <year>2008</year>
          ]
          <string-name>
            <given-names>Sandy</given-names>
            <surname>Louchart</surname>
          </string-name>
          , Ruth Aylett, Joao Dias, Rui Figueiredo, and
          <string-name>
            <given-names>Ana</given-names>
            <surname>Paiva</surname>
          </string-name>
          .
          <article-title>Authoring emergent narrative-based games</article-title>
          .
          <source>Journal of Game Development</source>
          ,
          <volume>3</volume>
          (
          <issue>1</issue>
          ):
          <fpage>19</fpage>
          -
          <lpage>37</lpage>
          ,
          <year>January 2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [Magerko et al.,
          <year>2009</year>
          ]
          <string-name>
            <given-names>Brian</given-names>
            <surname>Magerko</surname>
          </string-name>
          , Waleed Manzoul, Mark Riedl, Allan Baumer, Daniel Fuller, Kurt Luther, and
          <string-name>
            <given-names>Celia</given-names>
            <surname>Pearce</surname>
          </string-name>
          .
          <article-title>An empirical study of cognition and theatrical improvisation</article-title>
          .
          <source>In Proceedings of the seventh ACM conference on Creativity and cognition</source>
          , pages
          <fpage>117</fpage>
          -
          <lpage>126</lpage>
          , Berkeley, California, USA,
          <year>October 2009</year>
          .
          <article-title>Association for Computing Machinery</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [
          <string-name>
            <surname>Marie-Laure Ryan</surname>
          </string-name>
          ,
          <year>2009</year>
          ]
          <article-title>Marie-Laure Ryan. From narrative games to playable stories: Toward a poetics of interactive narrative</article-title>
          .
          <source>StoryWorlds: A Journal of Narrative Studies</source>
          ,
          <volume>1</volume>
          :
          <fpage>43</fpage>
          -
          <lpage>59</lpage>
          ,
          <year>January 2009</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <source>[Mason</source>
          , 2013]
          <string-name>
            <given-names>Stacey</given-names>
            <surname>Mason</surname>
          </string-name>
          .
          <article-title>On games and links: Extending the vocabulary of agency and immersion in interactive narratives</article-title>
          .
          <source>In Interactive Storytelling</source>
          , pages
          <fpage>25</fpage>
          -
          <lpage>34</lpage>
          , Cham, Switzerland,
          <year>November 2013</year>
          . Springer International Publishing.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>[</surname>
          </string-name>
          Monomi-Park,
          <year>2016</year>
          ] Monomi-Park. Slime Rancher. [PC,
          <string-name>
            <surname>Xbox</surname>
            <given-names>One</given-names>
          </string-name>
          , Linux, Mac],
          <year>2016</year>
          . Video Game.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <source>[Murray</source>
          , 1997]
          <article-title>Janet Horowitz Murray. Hamlet on the Holodeck: The Future of Narrative in Cyberspace</article-title>
          . Simon and Schuster, Holborn, London,
          <year>1997</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [
          <string-name>
            <surname>Punch-Drunk</surname>
          </string-name>
          ,
          <year>2014</year>
          ]
          <article-title>Punch-Drunk. Prospero's island</article-title>
          .
          <source>Live interactive performance</source>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [Ryan et al.,
          <year>2015</year>
          ]
          <string-name>
            <given-names>James</given-names>
            <surname>Owen</surname>
          </string-name>
          <string-name>
            <surname>Ryan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Michael</given-names>
            <surname>Mateas</surname>
          </string-name>
          , and
          <string-name>
            <surname>Noah</surname>
          </string-name>
          Wardrip-Fruin.
          <article-title>Open design challenges for interactive emergent narrative</article-title>
          .
          <source>In Interactive Storytelling</source>
          , pages
          <fpage>14</fpage>
          -
          <lpage>26</lpage>
          , Cham, Switzerland,
          <year>December 2015</year>
          . Springer International Publishing.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [Ryan et al.,
          <year>2016</year>
          ]
          <string-name>
            <given-names>James</given-names>
            <surname>Owen</surname>
          </string-name>
          <string-name>
            <surname>Ryan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Adam J.</given-names>
            <surname>Summerville</surname>
          </string-name>
          , and
          <string-name>
            <given-names>Ben</given-names>
            <surname>Samuel</surname>
          </string-name>
          .
          <article-title>Bad news: A game of death and communication</article-title>
          .
          <source>In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '16</source>
          , pages
          <fpage>160</fpage>
          -
          <lpage>163</lpage>
          , San Jose, California, USA, May
          <year>2016</year>
          . ACM Press.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <source>[Sweetser and Wiles</source>
          , 2005]
          <string-name>
            <given-names>Penelope</given-names>
            <surname>Sweetser</surname>
          </string-name>
          and
          <string-name>
            <given-names>Janet</given-names>
            <surname>Wiles</surname>
          </string-name>
          .
          <article-title>Scripting versus emergence : issues for game developers and players in game environment design</article-title>
          .
          <source>International Journal of Intelligent Games and Simulations</source>
          ,
          <volume>4</volume>
          (
          <issue>1</issue>
          ):
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          ,
          <year>2005</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [Young and
          <string-name>
            <surname>Cardona-Rivera</surname>
          </string-name>
          ,
          <year>2011</year>
          ]
          <string-name>
            <given-names>R. Michael</given-names>
            <surname>Young</surname>
          </string-name>
          and
          <string-name>
            <given-names>Rogelio E.</given-names>
            <surname>Cardona-Rivera</surname>
          </string-name>
          .
          <article-title>Approaching a player model of game story comprehension through affordance in interactive narrative</article-title>
          .
          <source>In Proceedings of the 18th AIIDE Conference on Intelligent Narrative Technologies IV</source>
          , pages
          <fpage>123</fpage>
          -
          <lpage>130</lpage>
          , Stanford, California,
          <year>January 2011</year>
          . AAAI Press.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>