2006
DOI: 10.1007/978-3-540-89454-4_30
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Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling

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Cited by 20 publications
(13 citation statements)
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“…As far back as Talespin [11] and as recently as PaSSAGE [18], narrative generation systems have relied on human authors to supply the conflict that drives the story. This is also common in the games industry; most story-based games have a pre-established plot.…”
Section: Related Workmentioning
confidence: 99%
“…As far back as Talespin [11] and as recently as PaSSAGE [18], narrative generation systems have relied on human authors to supply the conflict that drives the story. This is also common in the games industry; most story-based games have a pre-established plot.…”
Section: Related Workmentioning
confidence: 99%
“…As far back as Talespin [17] and as recently as PaSSAGE [18], narrative generation systems have relied on human authors to supply the conflict that drives the story. This is also common in the games industry; most story-based games have a preestablished plot.…”
Section: B Conflict Generationmentioning
confidence: 99%
“…Threatened causal links are fixed by preventing the ordering (lines [18][19] or by adding bindings to which prevents the threatening effect of from logically unifying with (line 20). Note that threatened causal link flaws are not added for conflict links because they do not need to be repaired (line 29).…”
Section: The Cpocl Algorithmmentioning
confidence: 99%
“…Many current digital storytelling authoring systems make use of this emergent narrative approach, based on virtual agents. These include the Scenejo system [137], which is mainly focused on configuring conversational agents, approaches using rehearsals for demonstrating the envisioned story to virtual characters [82,5], or authoring during the playing experience [146].…”
Section: Adaptive Storytellingmentioning
confidence: 99%