Artificial Intelligence for Computer Games 2011
DOI: 10.1007/978-1-4419-8188-2_6
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Game AI as Storytelling

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Cited by 25 publications
(18 citation statements)
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“…ROGUE, MINECRAFT) [7]; and the later through the concepts of experience and drama management (e.g. PASSAGE, LEFT 4 DEAD) [8], [9]. Doran and Parberry [2] describe a system capable of procedurally generating stories or quests for computer role-playing games.…”
Section: Procedural Map Generationmentioning
confidence: 99%
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“…ROGUE, MINECRAFT) [7]; and the later through the concepts of experience and drama management (e.g. PASSAGE, LEFT 4 DEAD) [8], [9]. Doran and Parberry [2] describe a system capable of procedurally generating stories or quests for computer role-playing games.…”
Section: Procedural Map Generationmentioning
confidence: 99%
“…Our plot point representation is based on those used in planning-based story generation systems, such as ASD [8]. It is extended in order to allow the use of story quality evaluation functions, such as those developed by Weyhrauch for MOE [17].…”
Section: Story-based Map Generationmentioning
confidence: 99%
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“…The field of interactive storytelling covers a wide range of technologies and models. We refer the reader to [87] for an overview of literature.…”
Section: Narrative Adaptationmentioning
confidence: 99%
“…Previous narrative game studies mainly focus on the architecture and life-like characters of games such as the theory of contemporary architecture, to create spatial narrative games [8]; an artificial intelligence character, which is also called as non-playing character [9]; the narrative time and space [10]; and the combination of storytelling, game and learning context to build exciting, adaptive and intelligent learning environments [11]. There are also guides for school children to develop narrative games based on existing three-dimensional (3D) storytelling software [12].…”
Section: Introductionmentioning
confidence: 99%