Cheap and Easy Open-Ended Text Input for Interactive Emergent Narrative
Max Kreminski

TL;DR
This paper introduces PWIM, a lightweight AI-supported technique that helps players translate high-level text commands into game actions, enhancing open-ended narrative experiences without overwhelming players.
Contribution
It presents a novel, locally runnable sentence embedding-based system for translating player intents into game actions in emergent narrative games.
Findings
Supports open-ended player input effectively
Runs locally on player devices
Reduces player overwhelm in complex game actions
Abstract
We present a demonstration of Play What I Mean (PWIM): a novel, AI-supported interaction technique for interactive emergent narrative (IEN) games and play experiences. By assisting players in translating high-level gameplay intents (expressed as short, unstructured text strings) into concrete game actions, PWIM aims to support open-ended player input while mitigating the overwhelm that players sometimes feel when confronting the large action spaces that characterize IEN gameplay. In matching player intents to game actions, PWIM makes use of an off-the-shelf sentence embedding model that is lightweight enough to run locally on a player's device, and wraps this model in a simple user interface that allows the player to work around occasional classification errors.
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Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Topic Modeling
