Abstract
Enabling players to interact with stories generated using artificial intelligence planning techniques, and thus exert their own influence on the emergent narrative, is an important challenge in the development of interactive computer game worlds. We focus in this paper on story planning in a dynamic storytelling environment and the problem that arises when plan steps are reduced to primitive actions that can be executed in the game world, but lack sufficient context for players to understand their purpose from a narrative perspective. We propose a solution to this problem in which story plans are represented at two different levels of abstraction, one that allows for meaningful player interaction, and another that enables plan steps to be executed in the virtual world.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Achterbosch, L., Pierce, R., Simmons, G.: Massively Multiplayer Online Role-playing Games: the Past, Present, and Future. ACM Comput. Entertain. 5 (2008)
Tychsen, A., Hitchens, M.: Ghost Worlds – Time and Consequence in MMORPGs. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS (LNAI), vol. 4326, pp. 300–311. Springer, Heidelberg (2006)
Nelson, M., Roberts, D., Isbell, C., Mateas, M.: Reinforcement Learning for Declarative Optimization-based Drama Management. In: AAMAS 2006, pp. 775–782. ACM, New York (2006)
Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive Storytelling: A Player Modelling Approach. In: Schaeffer, J., Mateas, M. (eds.) AIIDE 2007, pp. 43–48. AAAI Press (2007)
Young, R.M., Riedl, M.O., Branly, M., Jhala, A., Martin, R.J., Saretto, C.J.: An Architecture for Integrating Plan-based Behavior Generation with Interactive Game Environments. Journal of Game Development 1, 51–70 (2004)
Mateas, M., Stern, A.: Façade: An Experiment in Building a Fully-Realized Interactive Drama. In: Game Developer’s Conference, Game Design Track (2003)
Cavazza, M., Charles, F., Mead, S.: Character-based Interactive Storytelling. IEEE Intell. Syst. 17, 17–24 (2002)
Fairclough, C.: Story Games and the OPIATE System. PhD Thesis, Trinity College Dublin (2004)
Magerko, B.: Story Representation and Interactive Drama. In: Young, R.M., Laird, J. (eds.) Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 87–92. AAAI Press (2005)
Paul, R., Charles, D., McNeill, M., McSherry, D.: Adaptive Storytelling and Story Repair in a Dynamic Environment. In: André, E. (ed.) ICIDS 2011. LNCS, vol. 7069, pp. 128–139. Springer, Heidelberg (2011)
Erol, K.: Hierarchical Task Network Planning: Formalization, Analysis, and Implementation. PhD Thesis, University of Maryland (1996)
Barber, H.: Generator of Adaptive Dilemma-based Interactive Narratives. PhD Thesis, University of York (2008)
Fikes, R.E., Nilsson, N.J.: STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving. Artif. Intell. 2, 189–208 (1971)
Dungeons and Dragons. TSR (1977)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Paul, R., Charles, D., McNeill, M., McSherry, D. (2013). Facilitating Player Interaction in a Dynamic Storytelling Environment. In: Ali, M., Bosse, T., Hindriks, K., Hoogendoorn, M., Jonker, C., Treur, J. (eds) Contemporary Challenges and Solutions in Applied Artificial Intelligence. Studies in Computational Intelligence, vol 489. Springer, Heidelberg. https://doi.org/10.1007/978-3-319-00651-2_2
Download citation
DOI: https://doi.org/10.1007/978-3-319-00651-2_2
Publisher Name: Springer, Heidelberg
Print ISBN: 978-3-319-00650-5
Online ISBN: 978-3-319-00651-2
eBook Packages: EngineeringEngineering (R0)