Virtual reality, art, and entertainment
Presence: Teleoperators and Virtual Environments - Premier issue
Guiding interactive drama
Declarative Optimization-Based Drama Management in Interactive Fiction
IEEE Computer Graphics and Applications
U-director: a decision-theoretic narrative planning architecture for storytelling environments
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Developing a Drama Management Architecture for Interactive Fiction Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
AI characters and directors for interactive computer games
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
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There has been a growing interest in employing drama management components in interactive fiction games. In this paper, we evaluate our drama management approach deployed in a re-implementation of the Anchorhead game. Twenty subjects, with different levels of expertise, took part in the study. We use players' feedback as a basis for guiding the personalization of the interaction. The results indicate that our Drama Manager (DM) helps in providing a better play experience. Quantitative analysis indicates that the DM causes an average subjective improvement of 12.5% of the subjects' play experience. A large value of the Pearson's product-moment coefficient also indicates a strong correlation between less experienced adventure game players and higher ratings for the inclusion of hints during gameplay. Qualitative analysis from the user interview shows that all subjects noticed the difference in playing the game with and without the DM while the former way of playing was also the preferred one. Players found the hints helpful and funny even if frustrating when they cannot be exploited for proceeding in the game.