ACM Home Page
Please provide us with feedback. Feedback
Introducing narrative principles into planning-based interactive storytelling
Full text PdfPdf (518 KB)
Source ACM International Conference Proceeding Series; Vol. 265 archive
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Valencia, Spain
Pages: 35 - 42  
Year of Publication: 2005
ISBN:1-59593-110-4
Authors
Leandro Motta Barros  UNISINOS - Universidade do Vale do Rio dos Sinos, São Leopoldo, Brazil
Soraia Raupp Musse  UNISINOS - Universidade do Vale do Rio dos Sinos, São Leopoldo, Brazil
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 15,   Downloads (12 Months): 158,   Citation Count: 3
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1178477.1178482
What is a DOI?

ABSTRACT

There is a growing interest for interactive computational systems with emphasis in dramatic and narrative aspects, for artistic and entertainment applications. Interactive Storytelling (IS) is the research area that intends to allow the use of interactive computer systems as a new medium for storytellers. One approach used by IS researchers is the use of planning algorithms and STRIPS domains as the base for story generation. The present work explores methods that can be used to introduce some narrative principles into systems using the referred approach. In particular, this paper shows techniques that can be used to enforce the classical three-act structure, and to avoid stalls in the generated story when the player cannot correctly decide what to do.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Aristotle. Poetics. Oxford University Press, 1982.
 
2
 
3
 
4
 
5
M. Cavazza, F. Charles, and S. J. Mead. Under the influence: using natural language in interactive storytelling. In International Workshop on Entertainment Computing, Makuhari, 2002.
 
6
F. Charles, M. L. Ibáñez, S. J. Mead, A. F. Bisquerra, and M. Cavazza. Planning formalisms and authoring in interactive storytelling. In Proceedings of TIDSE'03: Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, 2003. Fraunhofer IRB Verlag.
 
7
C. Crawford. Chris Crawford on Interactive Storytelling. New Riders, Berkeley, 2004.
 
8
S. Donikian and J.-N. Portugal. Writing interactive fiction scenarii with DraMachina. In Technologies for Interactive Digital Storytelling and Entertainment: Second International Conference, TIDSE 2004, volume 3105 of Lecture Notes in Computer Science, pages 101--112, Darmstadt. Springer, Heidelberg.
 
9
S. Field. Screenplay: The Foundations of Screenwriting; A step-by-step guide from concept to finished script. Dell Publishing Company, 1984.
 
10
 
11
D. Grasbon and N. Braun. A morphological approach to interactive storytelling. In cast01 // living in mixed realities, pages 337--340, Bonn, September 2001. netzspannung.org.
 
12
M. Greeff and V. Lalioti. Interactive storytelling with virtual identities. In IPT/EGVE 2001: 5th International Projection Technology Workshop and 7th Eurographics Workshop on Virtual Environments, Stuttgart, May 2001. ACM Press, New York.
 
13
 
14
R. Ierusalimschy. Programming in Lua. Lua.org, Rio de Janeiro, 2003.
 
15
 
16
M. O. Riedl and R. M. Young. Character-focused narrative generation for execution in virtual worlds. In Virtual Storytelling (Proceedings of ICVS 2003: International Conference on Virtual Storytelling), volume 2897 of Lecture Notes in Computer Science, pages 47--56, Toulouse, 2003. Springer-Verlag, Heidelberg.
 
17
 
18
 
19
N. Szilas. Interactive drama on computer: Beyond linear narrative. In Working Notes of the AAAI Fall Symposium on Narrative Intelligence, pages 150--156, North Falmouth, 1999. The AAAI Press, Menlo Park.
 
20
N. Szilas. A new approach to interactive drama: From intelligent characters to an intelligent virtual narrator. In Proceedings of the AAAI Spring Symposium on AI and Interactive Entertainment, pages 72--76, Stanford, 2001. The AAAI Press, Menlo Park.
 
21
N. Szilas. IDtension: a narrative engine for interactive drama. In Proceedings of TIDSE'03: Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, 2003. Fraunhofer IRB Verlag.
 
22
R. B. Tobias. 20 Master Plots: and how to build them. Writer's Digest Books, Cincinnati, 1993.


Collaborative Colleagues:
Leandro Motta Barros: colleagues
Soraia Raupp Musse: colleagues