From computer games to interactive stories: interactive storytelling

Fred Charles, Steven J. Mead, Marc Cavazza
2002 Electronic library  
2002) 'From computer games to interactive stories: interactive storytelling', The Electronic Library, 20 (2), pp.103-112. For details regarding the final published version please click on the following DOI link: http://dx.doi.org/10.1108/02640470210424428 When citing this source, please use the final published version as above. This document was downloaded from http://tees.openrepository.com/tees/handle/10149/101623 Please do not use this version for citation purposes. All items in TeesRep are
more » ... rotected by copyright, with all rights reserved, unless otherwise indicated. Abstract Interactive storytelling can either be based on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters' behaviours are implemented through real-time search-based planning techniques. However, the top-down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging ("bottomup") situations of narrative relevance. After discussing the determinants that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations. These comprise situated reasoning and action repair: we also illustrate the concepts through detailed examples.
doi:10.1108/02640470210424428 fatcat:4d6bvxeibnanjgoz34jdvjq53i