Bayesian Models for Keyhole Plan Recognition in an Adventure Game
User Modeling and User-Adapted Interaction
Player modeling in the interactive drama architecture
Player modeling in the interactive drama architecture
ISRST: an interest based storytelling model using rhetorical relations
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
The Good, the Bad and the Ugly: Short Stories in Short Game Play
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Proceedings of the 6th International Conference on Foundations of Digital Games
The design of Mismanor: creating a playable quest-based story game
Proceedings of the International Conference on the Foundations of Digital Games
Validating a plan-based model of narrative conflict
Proceedings of the International Conference on the Foundations of Digital Games
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Of all forms of storytelling, interactive storytelling presents authors with a unique opportunity: while most traditional stories must rely on having general high appeal, the nature of interactive stories to encourage audience interaction allows aspects of each individual's state to be automatically inferred. Given such information, an author's decisions would become more informed, and his ability to affect the audience would be improved. In this paper, we present an analysis of the decision-making process in interactive storytelling, and construct a method for characterizing storytelling systems based on features of their design. We demonstrate our method by comparing four recently published systems, and review related literature on inferring player information. Finally, we present Delayed Authoring, a new perspective on the design of interactive storytelling systems which takes advantage of their opportunity to make stories player-specific.