Dynamic Dialog & Storytelling (Day #1)

Join experts from the games industry and interactive fiction for a day-long course on procedural narrative, dynamic dialog, text generation and interactive storytelling. Discover new tools and techniques that can help you manage the authoring process in a way that's compatible with runtime algorithms. Find out how to balance emergent individual behaviors (bottom-up) with designer control and narrative (top-down). Understand the kinds of things that will be possible in the future.

Now in its 8th edition, nucl.ai brings together hundreds of developers from creative industries and interactive media to resolve the biggest technical and design problems with Artificial Intelligence. One of the event's tracks focuses specifically on “Dynamic Dialog & Storytelling” for an entire day.
(Day #1: Monday, July 18th)

Regular & Current Attendees

  • Ubisoft Montreal
  • Warhorse Studios
  • Moving Picture Company
  • Microsoft Game Studios
  • Bohemia Interactive
  • Epic Games
  • Pixar Animation Studios
  • Iron Galaxy Studios
  • CCP Games
  • Square Enix
  • University of Santa Cruz
  • CD Projekt Red
  • Creative Assembly
  • Unity Technologies
  • Lionhead Studios
  • INRIA Research Lab
  • MASA Group
  • ...

I've never seen so many industry figures, academics, and students happy to discuss a range of topics around AI in games. It was really, REALLY helpful.

Matthew Bedder

PhD Student

University of York, UK

It was great to return to #nuclai15 this year, I met loads of interesting people and came away buzzing with new ideas.

Vicky Smalley

CTO

Small Jelly, UK

It was my first time at #nuclai15 and I heard about it very late through co-workers. I was mostly interested in the Character Animation panels. I really hope to be able to attend every year from now on! Great information, great people, great time!

Laurent Delayen

Senior Gameplay Programmer

Epic Games, USA

For the first time in my life, I left a conference with concrete and crystallized plans to improve my current project based on the talks I attended and the conversations I had with people. Incredibly. Useful.

Sergey Mohov

Game Designer

Tequila Works, SPAIN

First time visiting a conference like this, and #nuclai15 made a very strong first impression. Great sessions, great people, great time!

Aaron Oostdijk

Lecturer & Researcher

University of the Arts Utrecht, NETHERLANDS

An invaluable resource of ideas and enthusiasm. Long may it continue.

Jim Brewster

Technical Lead

NaturalMotion, UK

Spent months of saving and talking to Alex on twitter – it was more than worth it. I cannot express how this experience changed me and might as well have shaped my future. From the networks I've created to the feedback needed to get back on track I am extremely happy for this opportunity and #nuclai16 is on my calendar.

Mohamed Serry

Gameplay Programmer

Creability, UNITED ARAB EMIRATES

#nuclai15 was really unique and cross-discipline, bringing feature film, game AI, animation and machine learning people and talks together makes it the perfect opportunity to learn for everyone.

Alexander Shafranov

Animation Programmer

Remedy Games, FINLAND

Inspiring talks, dedicated people, things to play with, that's a conference to my taste.

Anika Uhlemann

Engine & Game Programmer

GOODGAME Studios, GERMANY

Attending conferences like Nucl.ai brings me in the perfect mental state. I always try to invent something crazy in the plane back home...

Simon Clavet

Animation & Physics Programmer

Ubisoft Montreal, CANADA

Wide variety of topics, great speakers, interesting conversations and lots of very very cool stuff to see and try - Nucl.ai easily beats other conferences!

Kevin Schmidt

Head of Data Science

Mind Candy, UK

#nuclai15 was again a wonderful opportunity to focus on game AI and the intersection of game design and programming. Great talks and great conversations.

Jurie Horneman

Independent, FRANCE



Creating dynamic and procedural stories that go beyond scripted linear experiences has proven a great way of engaging audiences. However, there are significant challenges in both design and technology for implementing these. How to combine top-down narrative constraints with bottom-up emergence of individual dialog? What's required to keep the player experience entertaining? Which design tools and open source libraries can be used to assist the process? This day-long track will dig further into each of these topics.

Keywords

  • procedural narrative
  • interactive storytelling
  • text generation
  • dynamic dialog

Format

  • Keynote
  • Presentations
  • Panel Discussion
  • Expert Q&A

Track Schedule (Day #1: Monday, July 18th)

Track Schedule (Day #1: Monday, July 18th)

Day #1: Monday, July 18th

Real-time Decisions

Dynamic Dialog & Storytelling

Human Interaction & Recognition

Mark Riedl, Georgia Institute of Technology

17:15 Computational Narrative Intelligence and the Quest for Human-Centered AI (Amphitheatre)

Hannah Davis, Independent

11:15 TransProse: Generating Music From Literature (Amphitheatre)

Tommy Thompson, Anglia Ruskin University

16:30 Practical Advice for Making Your Stories (More) Interactive [Panel] (Academy)

Tickets!

Join developers from all over the world and secure your ticket for this year's nucl.ai now! Three days of artificial intelligence theory and practice packed into three parallel tracks per day with many networking opportunities are waiting for you in Vienna.

Conference* (3 Days)

All Content* (3 Days)

Single Day Ticket

Early Bird

A limited number of these tickets was available.

Sold Out.

Sold Out!

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Early Worm

These tickets were available for a limited time.

Expired.

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Regular

Important: All Access sold out. All Content available instead.*

€ 369

€ 999

€ 399

Student Pass**

Available until Friday July 8th

60% off above

60% off above

60% off above

Indies or Unemployed Devs***

Available until Friday July 8th

20% off above

30% off above

20% off above

* All Access tickets give you access to all rooms on all days of the conference, Single Day tickets give you full access, but only on the day of your choice. With a main conference ticket you can access the amphitheatre and the open laboratories. See here for more details about ticket types and discounts.

Keynotes and Presentations

Computational Narrative Intelligence and the Quest for Human-Centered AI

Storytelling is a pervasive part of the human experience--we as humans tell stories to communicate, inform, entertain, and educate. I hypothesize that narrative intelligence, the ability to understand, create, and respond affectively to narratives, can make it easier for artificial intelligence systems to understand humans and make it easier for humans to understand the behavior of artificial intelligence system. In this talk, I present research on machine learning approaches to story understanding, the creation of novel narrative structures, and using natural language stories to program robots. I will lay out a roadmap for the ways in which computational narrative intelligence can facilitate the creation of intelligent applications that benefit humans and facilitate human-agent interaction.

Mark Riedl, Georgia Institute of Technology

Dr. Mark Riedl is an Associate Professor in the Georgia Tech School of Interactive Computing and director of the Entertainment Intelligence Lab. Dr. Riedl’s research focuses on the intersection of artificial intelligence, virtual worlds, and storytelling. The principle research question his lab addresses is: how can intelligent computational systems reason...

Read full biography »

Mark Riedl, Georgia Institute of Technology

Dr. Mark Riedl is an Associate Professor in the Georgia Tech School of Interactive Computing and director of the Entertainment Intelligence Lab. Dr. Riedl’s research focuses on the intersection of artificial intelligence, virtual worlds, and storytelling. The principle research question his lab addresses is: how can intelligent computational systems reason...

Read full biography »

TransProse: Generating Music From Literature

TransProse is a program that generates music from novels. It works by identifying emotions throughout a novel, and using that underlying emotional structure to create musical pieces with the same emotional tone. In this talk Hannah will present the algorithm behind TransProse, discuss the process of generating music from data, and examine how the field of data sonification can be a valuable tool in artistic spaces.

Hannah Davis, Independent

Hannah Davis is a programmer/artist/musician based in New York. She is interested in everything, but at the moment is focused on data sonification, generative music, weird datasets, and possible futures. She is currently working on TransProse, a program that translates literature into music. She has a master's degree from NYU's...

Read full biography »

Hannah Davis, Independent

Hannah Davis is a programmer/artist/musician based in New York. She is interested in everything, but at the moment is focused on data sonification, generative music, weird datasets, and possible futures. She is currently working on TransProse, a program that translates literature into music. She has a master's degree from NYU's...

Read full biography »

Procedural Story & Level Generation using Tag-Based Content Selection

Selecting the right bit of content based on what is happening is a key problem that appears in many parts of game development, from NPC reactions and level generation to dynamic stories and procedural text. It is at the core of interactive storytelling. Tag-based content selection is a powerful and practical technique for solving this problem that is easy to understand by both programmers and non-programmers. This talk will be a deep dive into tag-based content selection, showing how it can be used to generate levels and interactive fiction scenes, and covering tips, tricks, pitfalls, tools, and refinements.

Jurie Horneman, Independent

Jurie Horneman is a game designer and programmer who has been making games since 1991. He has worked at Rockstar Games, Blue Byte, Kalisto Entertainment, and Thalion Software. He was a co-founder of Mipumi Games, and has consulted for Arkane Studios, Moon Collider, Tequila Works, and Tale of Tales. He...

Read full biography »

Jurie Horneman, Independent

Jurie Horneman is a game designer and programmer who has been making games since 1991. He has worked at Rockstar Games, Blue Byte, Kalisto Entertainment, and Thalion Software. He was a co-founder of Mipumi Games, and has consulted for Arkane Studios, Moon Collider, Tequila Works, and Tale of Tales. He...

Read full biography »

Generative Bots for Everyone! A Tracery Tutorial [Workshop]

Tracery is a popular and well-loved language for making generative text accessible to artists and poets as well as programmers. This workshop will introduce you to the basics of making generative text, and much more, with Tracery. Everyone will leave this class with their very own code to make a twitterbot, a generative adventure game, and a music generator. No coding experience required!

Kate Compton, galaxykate

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative...

Read full biography »

Kate Compton, galaxykate

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative...

Read full biography »

Intelligent Directors and Storytelling in Kingdom Come: Deliverance

Kingdome Come: Deliverance is a medieval open world RPG game where hundreds of NPCs live their own lives and engage in their own stories. We introduce Henry - the player – to the world, who has his own epic story of struggle in a broken world on the verge of civil war. Henry’s quest is a complex narrative of investigating crimes and fighting bad guys and exploring the world. However, since the world evolves, so must the story evolve to suit. In this talk, we introduce our approach to directing the quests and storytelling in a dynamic world through our Smart Quest system: where the player is only an actor in the grander scheme of things. Our system adopts the use of Intelligent Directors where NPCs are only actors who must fill the roles of the world around them and adapts to the current setup of the world: adapting to the player’s actions not only within quests, but also before and after. We will show how this concept works in conjunction with our Injected Behavior Trees, where NPCs can be part of the quest based on their own decisions on how to approach a given issue or goal.

Tomáš PLch, Warhorse Studios

Tomas joined Warhorse studios in 2012 during a cooperation between the Charles University’s Faculty of Mathematics and Physics) on making the simulation of the virtual world as alive as possible. The foundation of Inception AI Engine has emerged as the result of this collaboration, and Tomas continues his works on...

Read full biography »

Tomáš PLch, Warhorse Studios

Tomas joined Warhorse studios in 2012 during a cooperation between the Charles University’s Faculty of Mathematics and Physics) on making the simulation of the virtual world as alive as possible. The foundation of Inception AI Engine has emerged as the result of this collaboration, and Tomas continues his works on...

Read full biography »

New Patterns for Creation - Applying Machine Learning to Creativity

In recent years, there has been an explosion of research that deals with creativity and AI: Systems that paint, write stories, composes music, design objects or build houses. While CreativeAI has become a exiting new frontier in machine learning, it remains challenging to approach for creative industries, designers, musicians and artists. This talk argues that behind the noise, new patterns for creation are emerging. It highlights key patterns, their technology and research, and illustrates practical use-cases. Further the talk explores a modular design language for CreativeAI, and shows how it can be used to rapidly develop CreativeAI experiments and generative pipelines.

Samim Winiger, creative.ai

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has...

Read full biography »

Samim Winiger, creative.ai

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has...

Read full biography »

Practical Advice for Making Your Stories (More) Interactive [Panel]

Tommy Thompson, Anglia Ruskin University

Tommy Thompson is a senior lecturer in computer game technology at Anglia Ruskin University, Cambridge, UK. He is an AI researcher focussed on machine learning applications in the areas of non-player character behaviour, procedural content generation and relevant benchmarking of AI through games. Tommy is also the host of the...

Read full biography »

Tommy Thompson, Anglia Ruskin University

Tommy Thompson is a senior lecturer in computer game technology at Anglia Ruskin University, Cambridge, UK. He is an AI researcher focussed on machine learning applications in the areas of non-player character behaviour, procedural content generation and relevant benchmarking of AI through games. Tommy is also the host of the...

Read full biography »

Speakers & Organizers

Mark Riedl

Hannah Davis

Jurie Horneman

Kate Compton

Tomáš PLch

Tomáš PLch

developer

Tomas joined Warhorse studios in 2012 during a cooperation between the Charles University’s Faculty of Mathematics and Physics) on making the simulation of the virtual world as alive as possible. The foundation of Inception AI Engine has emerged as the result of this collaboration, and Tomas continues his works on it as the Lead AI Engineer up to this day. Prior to Warhorse, Tomas worked on research within the Artificial Minds Intelligent Systems Research Group on the topic of Agent Simulations and Behavior Structuring. Tomas continues his scientific work and hopes to finish his PhD thesis which covers internals and ideas of the Inception AI Engine in detail.

Conference Speaker

Kate Compton

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative art. She likes laser cutting, 3D printing, founding companies, and baking.

Conference Speaker

Jurie Horneman

Designer / Programmer

Jurie Horneman is a game designer and programmer who has been making games since 1991. He has worked at Rockstar Games, Blue Byte, Kalisto Entertainment, and Thalion Software. He was a co-founder of Mipumi Games, and has consulted for Arkane Studios, Moon Collider, Tequila Works, and Tale of Tales. He is passionate about combining narrative design, game design, and programming in order to create new experiences.

Conference Speaker

Hannah Davis

Programmer / Artist / Musician

Hannah Davis is a programmer/artist/musician based in New York. She is interested in everything, but at the moment is focused on data sonification, generative music, weird datasets, and possible futures. She is currently working on TransProse, a program that translates literature into music. She has a master's degree from NYU's ITP program and her work has been featured in TIME, Wired, Popular Science, and others.

Conference Speaker

Associate Professor

Dr. Mark Riedl is an Associate Professor in the Georgia Tech School of Interactive Computing and director of the Entertainment Intelligence Lab. Dr. Riedl’s research focuses on the intersection of artificial intelligence, virtual worlds, and storytelling. The principle research question his lab addresses is: how can intelligent computational systems reason about and create engaging experiences for users of virtual worlds and computer games. His research is supported by the NSF, DARPA, ONR, the U.S. Army, U.S. Health and Human Services, Disney, and Google. He is the recipient of a DARPA Young Faculty Award and an NSF CAREER Award.

Conference Speaker

Samim Winiger

Tommy Thompson

Senior Lecturer in Computer Game Technology

Tommy Thompson is a senior lecturer in computer game technology at Anglia Ruskin University, Cambridge, UK. He is an AI researcher focussed on machine learning applications in the areas of non-player character behaviour, procedural content generation and relevant benchmarking of AI through games. Tommy is also the host of the YouTube series 'AI and Games' (www.aiandgames.com/@AIandGames) - looking at interesting applications of AI for games in both academic research and commercial releases - and a game developer at Table Flip Games (@TableFlipGames) when time permits!

Track Chair and Co-Organizer

Samim Winiger

Co-Founder

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has been a co-founder of multiple companies and operations in the web, music and games space - working on independent projects and for global brands. Samim dreams about topics such as ethical machines, bots that design, the democratization of creativity, gardening and mediation.

Conference Speaker

Browse Conference Tracks

Analytics & Data Science

Agent Behavior & Coordination

Character Animation

Cognition, Bots & Understanding

Dynamic Dialog & Storytelling

Generative Systems & Design

Human Interaction & Recognition

Procedural Content Generation

Real-time Decisions