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Anticipatory Guidance of Plot

  • Jarmo Laaksolahti
  • Magnus Boman
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2684)

Abstract

An anticipatory system for guiding plot development in interactive narratives is described. The executable model is a finite automaton that provides the implemented system with a look-ahead. The identification of undesirable future states in the model is used to guide the player, in a transparent manner. In this way, too radical twists of the plot can be avoided. Since the player participates in the development of the plot, such guidance can have many forms, depending on the environment of the player, on the behavior of the other players, and on the means of player interaction. We present a design method for interactive narratives which produces designs suitable for the implementation of anticipatory mechanisms. Use of the method is illustrated by application to our interactive computer game Kaktus.

Keywords

Desirable State Interactive Drama Synchronization Method Undesirable State Anticipatory Guidance 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2003

Authors and Affiliations

  • Jarmo Laaksolahti
    • 1
  • Magnus Boman
    • 1
  1. 1.Swedish Institute of Computer ScienceKistaSweden

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