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Let CONAN tell you a story: Procedural quest generation [article]

Vincent Breault, Sebastien Ouellet, Jim Davies
2018 arXiv   pre-print
This work proposes an engine for the Creation Of Novel Adventure Narrative (CONAN), which is a procedural quest generator. It uses a planning approach to story generation.  ...  The engine takes in a world description represented as a set of facts, including characters, locations, and items, and generates quests according to the state of the world and the preferences of the characters  ...  Additionally, actions will be weighted in accordance with agent preferences, with actions incompatible with the agent's preference having higher cost than those in line with the preferences.  ... 
arXiv:1808.06217v1 fatcat:x72hohjvbfhajac5d25gpzkgeu

From computer games to interactive stories: interactive storytelling

Fred Charles, Steven J. Mead, Marc Cavazza
2002 Electronic library  
In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline.  ...  All items in TeesRep are protected by copyright, with all rights reserved, unless otherwise indicated.  ...  DYNAMICS AND STORY EMERGENCE Situated Reasoning and Action Repair The basis for story generation rests with the interaction between the various characters' plans (this can be metaphorically described  ... 
doi:10.1108/02640470210424428 fatcat:4d6bvxeibnanjgoz34jdvjq53i

A review of interactive narrative systems and technologies: a training perspective

Linbo Luo, Wentong Cai, Suiping Zhou, Michael Lees, Haiyan Yin
2015 Simulation (San Diego, Calif.)  
In simulation-based training, the use of an interactive narrative system enables the possibility to offer engaging, diverse and personalized narratives or scenarios for different training purposes.  ...  An interactive narrative system allows players to proactively interact with simulated entities in a virtual world and have the ability to alter the progression of a storyline.  ...  The system uses a plan structure to drive the actions in the story world. One key feature of Mimesis is that it integrates plan-based behavior generation with interactive game environments.  ... 
doi:10.1177/0037549714566722 fatcat:jifpa3w6wzcapbq5yra3k3jgxe

Planning with applications to quests and story [chapter]

Yun-Gyung Cheong, Mark O. Riedl, Byung-Chull Bae, Mark J. Nelson
2016 Procedural Content Generation in Games  
Like other aspects of game content, stories can be generated. In this chapter, we discuss methods for generating stories, mostly using planning algorithms.  ...  We also present a method for generating stories and corresponding game worlds together. 7 Planning with applications to quests and story 125  ...  Discuss how planning-based story-generation techniques can be effectively used in interactive storytelling systems and games.  ... 
doi:10.1007/978-3-319-42716-4_7 fatcat:ad4gcqr2evciznqyxl3zni4hhy

Under the Influence: Using Natural Language in Interactive Storytelling [chapter]

Marc Cavazza, Fred Charles, Steven J. Mead
2003 IFIP Advances in Information and Communication Technology  
This is achieved by recognising corresponding speech acts and mapping them to the plans which implement characters' behaviours in the story.  ...  In this paradigm, the user is mainly a spectator who is however able to interfere with the course of action by issuing advice to the characters.  ...  Acknowledgements We are indebted to Eric Jacopin for his advice on the choice of planning fonnalisms.  ... 
doi:10.1007/978-0-387-35660-0_1 fatcat:cwyqfbyuw5f3biuvydzccy4wf4

From linear story generation to branching story graphs

M.O. Riedl, R.M. Young
2006 IEEE Computer Graphics and Applications  
An alternative approach -narrative mediation -represents story as a linear progression of events with anticipated user actions and system-controlled agent actions together in a partially-ordered plan.  ...  narrative generation with the use of narrative mediation.  ...  a re-planning capability can be used to generate interactive narrative.  ... 
doi:10.1109/mcg.2006.56 pmid:16711214 fatcat:u36dmcvabrdjbdaksswd5xybcm

Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach [chapter]

Boyang Li, Mark O. Riedl
2011 Lecture Notes in Computer Science  
Our approach uses a plan refinement technique based on partial-order planning to (a) optimize the global structure of the plotline according to input from a player model, (b) maintain plotline coherence  ...  However, recent advances in Artificial Intelligence (AI) suggest that intelligent systems may be used to create dynamic and engaging real-time entertainment experiences.  ...  However, in order to start from a complete plotline and arrive at a variation with different quests, we employ both additive and subtractive improvement mechanisms.  ... 
doi:10.1007/978-3-642-18181-8_8 fatcat:6s43ntmxnrfxhmv4quulsw3jfi

Interacting with virtual characters in interactive storytelling

Marc Cavazza, Fred Charles, Steven J. Mead
2002 Proceedings of the first international joint conference on Autonomous agents and multiagent systems part 1 - AAMAS '02  
We describe the planning techniques used to control autonomous characters, which derive from HTN planning.  ...  We illustrate these functionalities with examples of system-generated behaviour and conclude with a discussion of scalability issues.  ...  The scenario used is inspired from a popular sitcom, and is based on a romance between the two main characters, with other actors taking part in the story.  ... 
doi:10.1145/544741.544819 dblp:conf/atal/CavazzaCM02 fatcat:iw6jsro63jdvnevq6vipg23in4

Interacting with virtual characters in interactive storytelling

Marc Cavazza, Fred Charles, Steven J. Mead
2002 Proceedings of the first international joint conference on Autonomous agents and multiagent systems part 1 - AAMAS '02  
We describe the planning techniques used to control autonomous characters, which derive from HTN planning.  ...  We illustrate these functionalities with examples of system-generated behaviour and conclude with a discussion of scalability issues.  ...  The scenario used is inspired from a popular sitcom, and is based on a romance between the two main characters, with other actors taking part in the story.  ... 
doi:10.1145/544818.544819 fatcat:3sgoxzmr4rg7ngkx2mqy3wpcwy

Game AI as Storytelling [chapter]

Mark Riedl, David Thue, Vadim Bulitko
2011 Artificial Intelligence for Computer Games  
Generating Believable Stories If plans are good representations of narratives, might it also make sense to use planning algorithms to construct narratives?  ...  The underlying assumption is that tier (ii) failed because the author goals were interfering with the ability of the story generator to find a valid plan.  ... 
doi:10.1007/978-1-4419-8188-2_6 fatcat:xndmljiinrg7jprgavgmfwczrq

Character-based interactive storytelling

M. Cavazza, F. Charles, S.J. Mead
2002 IEEE Intelligent Systems  
Interactive story generation One main challenge in generating a story using a character-based approach is achieving story variability while preserving a welldefined story genre.  ...  However, these situations should generally fall in line with the sitcom genre.  ... 
doi:10.1109/mis.2002.1024747 fatcat:n7welmzqpjh3hl3wmsc5g7keyi

Planning Technologies for Interactive Storytelling [chapter]

Julie Porteous
2016 Handbook of Digital Games and Entertainment Technologies  
This paper traces the use of planning technologies in this area, considers the core issues involved in the application of planning technologies in IS and identifies some of the remaining challenges.  ...  Since AI Planning was first proposed for the task of narrative generation in Interactive Storytelling (IS) it has emerged as the dominant approach in this field.  ...  in this chapter.  ... 
doi:10.1007/978-981-4560-52-8_71-1 fatcat:u3tqhakdyvej3hfdwax6f6hnuy

Character-Focused Narrative Generation for Execution in Virtual Worlds [chapter]

Mark O. Riedl, R. Michael Young
2003 Lecture Notes in Computer Science  
Because narrative plays such a key role in the understanding of events in our daily lives, the ability to generate narrative can be of great use in virtual reality systems whose purpose is to entertain  ...  Many systems are capable of achieving either one or the other; we present a new approach to narrative generation in the Actor Conference system, which is capable of generating narratives with both plot  ...  The system generates narrative plans -partially-ordered sequences of story world character actions -with rich temporal and causal structure.  ... 
doi:10.1007/978-3-540-40014-1_6 fatcat:piywoxyljzbkvpn6cng4wfm72i

Cinematic Visual Discourse: Representation, Generation, and Evaluation

Arnav Jhala, R Michael Young
2010 IEEE Transactions on Computational Intelligence and AI in Games  
It utilizes a hierarchical partial-order causal link (POCL) planning algorithm to generate narrative plans that contain story events and camera directives for filming them.  ...  Darshak automatically constructs cinematic narrative discourse of a given story in a 3-D virtual environment.  ...  DPOCL-T Algorithm for Generating Cinematic Discourse In addition to their use in generating plans for physical activity (e.g., robot task planning), planning algorithms have been successfully used in the  ... 
doi:10.1109/tciaig.2010.2046486 fatcat:nodskqbkqbab7dya22zk5dmfpy

Strategies for Structuring Story Generation

Angela Fan, Mike Lewis, Yann Dauphin
2019 Proceedings of the 57th Annual Meeting of the Association for Computational Linguistics  
Human judges prefer the stories from our models to a wide range of previous approaches to hierarchical text generation.  ...  Writers often rely on plans or sketches to write long stories, but most current language models generate word by word from left to right.  ...  Conclusion We proposed an effective method for writing short stories by separating the generation of actions and entities.  ... 
doi:10.18653/v1/p19-1254 dblp:conf/acl/FanLD19 fatcat:2l7wzvzogfdrtdz4hixftvsl4a
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