| Towards consistency in interactive storytelling: Tension arcs and dead-ends |
| Full text |
Pdf
(935 KB)
|
| Source
|
Computers in Entertainment (CIE)
archive
Volume 6 , Issue 3 (October 2008)
table of contents
SPECIAL ISSUE: Media Arts
SECTION: SECTION: Best of SBGames 2007
table of contents
Article No. 43
Year of Publication: 2008
ISSN:1544-3574
|
|
Authors
|
|
Leandro Motta Barros
|
Universidade do Vale do Rio dos Sinos (UNISINOS) São Leopoldo, Brazil
|
|
Soraia Raupp Musse
|
Pontifícia Universidade Católica Do Rio Grande Do Sul Programa De Pós-Graduação Em Ciência Da Computação Porto Alegre, Brazil
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 13, Downloads (12 Months): 145, Citation Count: 0
|
|
|
ABSTRACT
Interactive storytelling (IS) systems are an emerging class of interactive entertainment applications with an emphasis on narrative aspects. One of the approaches used to develop IS applications is based on planning algorithms. This article describes two mechanisms that can be introduced to planning-based IS in order to solve two problems that are inherent in this approach. The first is a technique to control the pace at which a story evolves, so that the story that is generated follows a specific tension arc. The second is a method that makes it possible to avoid dead-ends in a story by intervening to justify previous events. These mechanisms help to produce a more enjoyable user experience, since their use tends to result in stories with higher narrative consistency. Results from experiments with users suggest that the proposed mechanisms improve both of the aspects addressed by this article.
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
|
Bal, M. 1997. Narratology: Introduction to the Theory of Narrative (2nd ed.). University of Toronto Press, Toronto, Ont.
|
 |
2
|
|
| |
3
|
Barros, L. M. and Musse, S. R. 2007. Improving narrative consistency in planning-based interactive storytelling. In Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 07).
|
| |
4
|
Charles, F., Lozano, M., Mead, S. J., Bisquerra, A. F., and Cavazza, M. 2003. Planning formalisms and authoring in interactive storytelling. In Proceedings of TIDSE '03: Technologies for Interactive Digital Storytelling and Entertainment.
|
| |
5
|
|
| |
6
|
|
| |
7
|
Hoffmann, J. 2003. The Metric-FF planning system: Translating “ignoring delete lists” to numeric state variables. J. AI Research 20, 291--341. Special issue on the Third International Planning Competition.
|
| |
8
|
Lebowitz, M. 1985. Story-telling as planning and learning. Poetics 14, 483--502.
|
| |
9
|
Magerko, B. 2005. Mediating the tension between plot and interaction. In Imagina 2005.
|
| |
10
|
Mateas, M. and Stern, A. 2003. Façade: An experiment in building a fully-realized interactive drama. In Game Developers Conference, Game Design track.
|
| |
11
|
|
 |
12
|
|
| |
13
|
|
| |
14
|
Tobias, R. B. 1993. 20 Master Plots: And How to Build Them. Writer's Digest Books, Cincinnati, OH.
|
 |
15
|
Nelson Zagalo , Anthony Barker , Vasco Branco, Story reaction structures to emotion detection, Proceedings of the 1st ACM workshop on Story representation, mechanism and context, October 15-15, 2004, New York, NY, USA
[doi> 10.1145/1026633.1026641]
|
|