Skip to main content

A Novel Narrative Intelligence Structure for Interactive Drama in Computer Games Workflow

  • Chapter
Intelligent Computer Graphics 2012

Part of the book series: Studies in Computational Intelligence ((SCI,volume 441))

  • 1054 Accesses

Abstract

Interactive drama and storytelling applications have become major issues in video games development. Prior research in interactive storytelling identified that adding narrative in computer games is a challenging task because: (i) it may restrict player interactivity, (ii) narrative causality/control, (iii) the duality between characters and plot, and (iv) the trade-off between narrative progression and user interaction. This chapter attempts to solve these problems by proposing an integrated framework for deeply combining interactivity and narrative in computer games workflow. It presents state-of-the-art results with respect to interactive drama and Petri nets (PN), and highlights some petri-net-based workflow tools for game design and game rules principles. The idea is to compose the game rules in the game’s workflow environment by different triggers and effects; and separates the rules of the game environment into two parts: controllable and noncontrollable rules. The main contribution of this chapter is to show how workflow management concepts can be jointly utilized with Petri nets (PN) for modeling game systems and game workflow control. Evaluation and performance results supported by some case study called “crazy ball 2” are also demonstrated. “Crazy ball 2” is a platform-type genre, much like the worldwide-known game Mario and the Konami’s Castlevania series.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Reidl, M.O., Michael Young, R.: From linear story generation to branching story graphs. IEEE Computer Graphics and Applications, 23–31 (2006)

    Google Scholar 

  2. Blair, D., Meyer, T.: Tools for an Interactive Virtual Cinema. In: Petta, P., Trappl, R. (eds.) Creating Personalities for Synthetic Actors. LNCS, vol. 1195, pp. 83–91. Springer, Heidelberg (1997)

    Chapter  Google Scholar 

  3. Riedl, M.O., Saretto, C.J., Young, R.M.: Managing interaction between users and agents in a Multiagent storytelling environment. In: Proc. of the 2nd Int. Joint Conf. on Autonomous Agents and Multi Agent Systems, AAMAS 2003, pp. 741–748 (2003)

    Google Scholar 

  4. Magerko, B., Laird, J.E., Assanie, M., Kerfoot, A., Stokes, D.: AI characters and directors for interactive computer games. In: Proc. of the 16th Innovative Applications of AI Conference, pp. 877–883 (2004)

    Google Scholar 

  5. Riedl, M.O., Stern, A.: Believable Agents and Intelligent Story Adaptation for Interactive Storytelling. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 1–12. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  6. Brom, C., Šisler, V., Holan, T.: Story Manager in ‘Europe 2045‘ Uses Petri Nets. In: Cavazza, M., Donikian, S. (eds.) ICVS 2007. LNCS, vol. 4871, pp. 38–50. Springer, Heidelberg (2007)

    Google Scholar 

  7. Sheldon, L.: Character development and storytelling. Thompson Course Technology (2004)

    Google Scholar 

  8. Delmas, G., Champagnat, R., Augeraud, M.: Plot monitoring for interactive narrative games. In: Proc. of ACE 2007, Austria, pp. 17–20 (2007)

    Google Scholar 

  9. Brom, C., Abonyi, A.: Petri nets for game plot. In: Proc. of AISB, vol. 3, pp. 3–13. AISB Press (2006)

    Google Scholar 

  10. Karam, H.: A new plot/character-based interactive system for story-based virtual reality applications. International Journal of Image and Graphics 10(1), 113–133 (2010)

    Article  Google Scholar 

  11. Brom, C., Holan, T., Balas, D., Abonyi, A., Sisler, V., Leo, G.: Petri nets for representing story plots in serious game. AISB Journal 2(1) (2010)

    Google Scholar 

  12. Tado, M.: Petri nets: Properties, Analysis, and Applications. Proc. IEEE 77 (1990)

    Google Scholar 

  13. Peterson, J.: Petri nets. ACM Computing Surveys 9(3) (1977)

    Google Scholar 

  14. Jenson, K.: Coloured Petri nets-based concepts, Analysis methods and Practical use, 2nd edn. Springer, New York (1997)

    Google Scholar 

  15. Magerko, B., Laird, L.: Building Interactive Drama Architecture. In: ACM SIGCHI International Conf. on Advances in Computer Entertainment Technology, ACE (2003)

    Google Scholar 

  16. Szilas, N.: The future of Interactive Drama. In: Proc. of IE 2005 the Second Australian Conference on Interactive Entertainment (2005) ISBN: 0-9751533-2-3

    Google Scholar 

  17. Van der Aalst, W.: The application of petri nets to workflow management. The Journal of Circuits, Systems and Computers 8(1), 21–66 (1998)

    Google Scholar 

  18. Salen, K., Zimmerman, E.: The rules of Play. MIT Press (2003)

    Google Scholar 

  19. Spronck, P., Kuyper, S.I., Postm, E.: Difficulty Scaling of Game AI. In: Proc. of the 5th International Conference on Intelligent Games and Simulation, GAME-ON 2004, pp. 33–37 (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

El-Sattar, H.K.H.A. (2013). A Novel Narrative Intelligence Structure for Interactive Drama in Computer Games Workflow. In: Plemenos, D., Miaoulis, G. (eds) Intelligent Computer Graphics 2012. Studies in Computational Intelligence, vol 441. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31745-3_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-31745-3_7

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31744-6

  • Online ISBN: 978-3-642-31745-3

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics