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Emergent situations in interactive storytelling
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Proceedings of the 2002 ACM symposium on Applied computing table of contents
Madrid, Spain
SESSION: Virtual reality, digital media, and computer games table of contents
Pages: 1080 - 1085  
Year of Publication: 2002
ISBN:1-58113-445-2
Authors
Marc Cavazza  University of Teesside, TS1 3BA, United Kingdom
Fred Charles  University of Teesside, TS1 3BA, United Kingdom
Steven J. Mead  University of Teesside, TS1 3BA, United Kingdom
Sponsor
SIGAPP: ACM Special Interest Group on Applied Computing
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 9,   Downloads (12 Months): 47,   Citation Count: 3
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ABSTRACT

Interactive storytelling can either be based on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters' behaviours are implemented through real-time search-based planning techniques. However, the top-down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging ("bottom-up") situations of narrative relevance. After discussing the determinants of plot variability and the mechanisms that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations. These comprise situated reasoning and action repair: we most specifically illustrate the latter through a detailed example.


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
Mateas, M., and Sengers, P., 1999. Narrative Intelligence. AAAI Fall Symposium in Narrative Intelligence 1999, Cape Cod, MA, AAAI Press.
 
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Young, R. M., 2001. An Overview of the Mimesis Architecture: Integrating Narrative Control into a Gaming Environment. AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment 2001, AAAI Press.
 
4
Sgouros, N. M., Papakonstantinou, G. and Tsanakas, P., 1996. A Framework for Plot Control in Interactive Story Systems, Proceedings AAAI'96, Portland, AAAI Press, 1996.
 
5
Grabson and Braun, 2001 A Morphological Approach to Interactive Storytelling, Proceedings of Cast01, Living in Mixed Realities, Sankt Augustin, Germany, pp. 337-340.
 
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Mateas, M., 2000. A Neo-Aristotelian Theory of Interactive Drama. AAAI Spring Symposium in Artificial Intelligence and Interactive Entertainment 2000, AAAI Press.
 
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Pemberton, J. C. and Korf, R. E., 1994. Incremental Search Algorithms for Real-Time Decision Making. Proceedings of the 2nd Artificial Intelligence Planning Systems Conference (AIPS-94).
 
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Mateas, M., 1997. An Oz-Centric Review of Interactive Drama and Believable Agents. Technical Report CMU-CS-97-156, Department of Computer Science, Carnegie Mellon University, Pittsburgh, USA.
 
17
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18
Charles, F., Mead, S. and Cavazza, M., 2001. User Intervention in Virtual Interactive Storytelling. Proceedings of VRIC 2001, Laval, France.
 
19
Geib, C. and Webber, B., 1993 A consequence of incorporating intentions in means-end planning. Working Notes --- AAAI Spring Symposium Series: Foundations of Automatic Planning: The Classical Approach and Beyond. AAAI Press.


Collaborative Colleagues:
Marc Cavazza: colleagues
Fred Charles: colleagues
Steven J. Mead: colleagues