Towards an architecture for intelligent control of narrative in interactive virtual worlds
Proceedings of the 8th international conference on Intelligent user interfaces
Character-Based Interactive Storytelling
IEEE Intelligent Systems
Generation of dilemma-based interactive narratives with a changeable story goal
Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment
Expressivity of STRIPS-Like and HTN-Like Planning
KES-AMSTA '07 Proceedings of the 1st KES International Symposium on Agent and Multi-Agent Systems: Technologies and Applications
SHOP: simple hierarchical ordered planner
IJCAI'99 Proceedings of the 16th international joint conference on Artificial intelligence - Volume 2
Ghost worlds – time and consequence in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
A new approach to social behavior simulation: the mask model
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Adaptive storytelling and story repair in a dynamic environment
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Qualitative vs. quantitative plan diversity in case-based planning
ICCBR'11 Proceedings of the 19th international conference on Case-Based Reasoning Research and Development
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Despite advances in game technology, most stories constructed by game designers remain inherently linear in nature, and player actions often have limited impact on the central story. In interactive storytelling approaches, an important challenge is the creation of stable yet dynamic environments to allow the emergence of unscripted stories involving both human-controlled characters and autonomous non-player characters (NPCs). In this paper, we present an architectural design for creating open-ended, interactive storytelling systems in which story structure emerges in real time and in response to player actions, thus providing a greater variety of game experiences than more scripted approaches. We present a partial implementation of the approach in a virtual environment populated by multiple NPCs that exhibit stable but interesting autonomous behavior. Finally, we present experimental results that demonstrate the scalability of the approach and variability of NPC behavior that it produces.