Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2005
DOI: 10.1145/1178477.1178553
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Integrating plan-based behavior generation with game environments

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Cited by 98 publications
(114 citation statements)
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“…In fact a stateless narrative engine is a way to represent actions and their interdependence but does not favor a specific type of algorithm over another. It is possible to use a one step action selection mechanism, as in IDtension [24] or Defacto [19], but planning algorithms can also be used, as in I-Storytelling [4] or Mimesis [18,28]. We foresee a large range of algorithms that could be used on a story representation based on links.…”
Section: Discussionmentioning
confidence: 99%
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“…In fact a stateless narrative engine is a way to represent actions and their interdependence but does not favor a specific type of algorithm over another. It is possible to use a one step action selection mechanism, as in IDtension [24] or Defacto [19], but planning algorithms can also be used, as in I-Storytelling [4] or Mimesis [18,28]. We foresee a large range of algorithms that could be used on a story representation based on links.…”
Section: Discussionmentioning
confidence: 99%
“…These three examples, as well as other prototypes that have been developed so far [5,17,19,28], use very different algorithms to generate story events and integrate user's choices. There exists no consensus on how the algorithms of these systems should be classified: plot-based vs character-based, planning vs modular [10], coarse grain vs fine grain [24].…”
Section: Interactive Drama Systems As State-based Enginesmentioning
confidence: 99%
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“…In intervention, the experience manager can act to prevent the user from crossing the narrative boundary either by directing NPCs to interact with the user in different ways (Magerko 2005) or by changing some aspect of the fictional world (for example, by causing the user's gun to jam) (Young et al 2004 allows the deviation to occur and then invokes the story generator to create a new narrative that eliminates any causal inconsistencies that arise from the user's actions, for example, by selecting a new NPC to take the role of the killed character (Young et al 2004;Riedl et al 2008). Story generation is an open research question and those who pursue generative experience management are interested in the extent to which the story generator or experience manager can assume the creative responsibilities of the human author.…”
Section: Authorial Intent Virtual Charactersmentioning
confidence: 99%