Artificial Intelligence
Émile: Marshalling passions in training and education
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
Interacting with virtual characters in interactive storytelling
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
A step toward irrationality: using emotion to change belief
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
A Behavior Language for Story-Based Believable Agents
IEEE Intelligent Systems
Modeling coping behavior in virtual humans: don't worry, be happy
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
An Intent-Driven Planner for Multi-Agent Story Generation
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1
Exploring the Scalability of Character-Based Storytelling
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 2
Fearnot!: an experiment in emergent narrative
Lecture Notes in Computer Science
AI characters and directors for interactive computer games
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
Madame bovary on the holodeck: immersive interactive storytelling
Proceedings of the 15th international conference on Multimedia
Interactive stories on the net: a model and an architecture for X3D worlds
Proceedings of the 14th International Conference on 3D Web Technology
Rules of engagement: moving beyond combat-based quests
Proceedings of the Intelligent Narrative Technologies III Workshop
The design of Mismanor: creating a playable quest-based story game
Proceedings of the International Conference on the Foundations of Digital Games
Laugh to me! implementing emotional escalation on autonomous agents for creating a comic sketch
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
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Most Interactive Storytelling systems developed to date have followed a task-based approach to story representation, using planning techniques to drive the story by generating a sequence of actions, which essentially "solve" the task to which the story is equated. One major limitation of this approach has been that it fails to incorporate characters' psychology, and as a consequence important aesthetic aspects of the narrative cannot be easily captured by Interactive Storytelling. In this paper, we introduce a new approach to Interactive Storytelling, which aims at reconciling narrative actions with the characters' attributed psychology as stated in the narrative. Our long-term goal is to be able to explore Interactive Storytelling for those narrative genres which are based on the characters' psychology rather than solely on their actions. We used as a starting point the formalisation by Flaubert himself of his novel Madame Bovary, which includes a detailed account of characters' desires and feelings. We describe a prototype in which characters' behaviour is driven by a real-time search-based planning system applying operators whose content is based on a specific inventory of feelings. Furthermore, the actual pattern of evolution of the character's plan, as measured through the variation of the search heuristic, is used to confer a sense of awareness to the characters, which can be used to generate feelings about its overall situation, from feelings of boredom to hope.