Shakespearean spatial rules

  • Authors:
  • Christine Talbot;G. Michael Youngblood

  • Affiliations:
  • University of North Carolina at Charlotte, Charlotte, NC, USA;University of North Carolina at Charlotte, Charlotte, NC, USA

  • Venue:
  • Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
  • Year:
  • 2013

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Abstract

Many games and simulations utilize modularized low-level code to move characters about in an environment. This requires extensive technical skill to translate basic high-level actions, as well as extensive time to write code, which includes very detailed instructions on what and when actions will occur across all agents. Other options exist such as mocap files; however, most are not highly dynamic, concerned with spatial positioning, or require human intervention to solve the problem. This paper presents an approach that utilizes play-scripts and natural language processing, along with some spatial reasoning rules to control characters in a virtual environment. Rules around grouping of characters, conversational space, theatre, and general behaviors are key in fully interpreting a play-script into movements on stage. These rules help us to achieve similar blocking for the Shakespearian play Hamlet, performed by virtual characters, as the director Sir Gielgud produced for his 1964 production of Hamlet.