Simulated Mental State Model for Interactive Story Engagement

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Solution Overview

Problem

Conventional interactive stories fail to engage participants emotionally by neglecting the mental and emotional states of characters, limiting player interaction to physical actions only, and not providing a meaningful or enriching experience.

Innovation Solution

A system and method that allows users to manipulate and interact with a simulated mental state of characters in an interactive story, where the mental state drives character behavior, and user input influences the story progression through a mental state model, enabling deeper emotional engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player interacts only with the external physical actions of characters, then the interaction mechanism remains simple, but the emotional engagement and mental involvement of the player are reduced

Engineering Contradiction:
Improvesimplicity of interaction mechanismVSAvoidemotional engagement
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent introduces a new dimension of interaction by allowing players to manipulate character mental states (thoughts, emotions, intentions) in addition to external physical actions. This dimensional expansion transforms the interaction from purely external to include internal psychological states, thereby enhancing emotional engagement while maintaining operational simplicity through intuitive mental state manipulation interfaces.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If the player manipulates character mental states, then the emotional engagement and story immersion are enhanced, but the system complexity increases

Engineering Contradiction:
Improveemotional engagementVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent introduces mental state representations as intermediary elements between the player and character behavior. These representations serve as mediators that translate player intentions into character actions, simplifying the overall system architecture by providing a clear interface layer for mental state manipulation without requiring complex direct manipulation mechanisms.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent changes the parameters of character interaction from purely external physical parameters to include internal mental state parameters. By representing mental states as manipulatable parameters (such as thought intensity, emotional valence, intention strength), the system enables enhanced emotional engagement while maintaining manageable complexity through parameter-based control rather than complex behavioral programming.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If the character mental life is made non-interactive, then the story narrative remains straightforward, but the player's emotional involvement and engagement are reduced

Engineering Contradiction:
Improvenarrative simplicityVSAvoidemotional involvement
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent introduces dynamics to character mental states, allowing them to change and evolve in response to player manipulation. This dynamic capability enables the mental states to adapt to player actions while maintaining narrative coherence, thereby enhancing emotional involvement without creating overly complex narrative structures.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8177639B2Controlling an interactive story through manipulation of simulated character mental state
Publication Date: 2012.05.15 SCHELL JESSE
  • US8177639B2 patent drawing
  • US8177639B2 patent drawing
  • US8177639B2 patent drawing

AI summary

In various embodiments, methods and systems are provided for simulating the effect of mental state on character behavior in an interactive story environment. One method embodiment includes facilitating manipulation of a simulated mental state model of a character in the interactive story, wherein the mental state model comprises at least one pre-behavior representation associated with at least one character behavior which may be a thought, verbal expression, or action, for example; and, applying the manipulated mental state model to generate at least one behavior of the character in the interactive story.