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The creation of high quality interactive dramas requires both expertise in authoring (compelling plot arcs, dialog, character conflicts, etc.) and technical expertise in computational and generative story representations. Currently, authors, or more typically author teams, must have competence in programming, a background in artificial intelligence, competence in interaction and game design, and skill in story authoring, including the creation of compelling plot spaces (potential plots), rich characters, and believable dialog. Even for experts, the necessity of bringing all these skills to bear can make the authoring of complete interactive drama experiences a heroic undertaking; for novices, the creation of such experiences is out of the question. The interactive drama Façade [7], for example, uses over 200,000 lines of behavior code to represent a 30-minute dynamic player experience. In addition to relegating interactive drama authoring to a small group of experts, these requirements limit the exploration of the potential design space of interactive dramas and slow the adoption of these technologies in the game industry, which stands to benefit from meaningful social interactions and dynamic story spaces that are much larger than any that could be realistically hand-authored.