The lessons of Lucasfilm's habitat
Cyberspace
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
The metanovel: writing stories by computer.
The metanovel: writing stories by computer.
Curious agents and situated design evaluations
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Case-Based Plan Adaptation: An Analysis and Review
IEEE Intelligent Systems
Scenario generation for emergency rescue training games
Proceedings of the 4th International Conference on Foundations of Digital Games
Controlling Narrative Generation with Planning Trajectories: The Role of Constraints
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Narrative planning: balancing plot and character
Journal of Artificial Intelligence Research
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Event-Centric control for background agents
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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The task of entertaining people has, until very recently, been the exclusive domain of humans. However, recent advances in Artificial Intelligence (AI) suggest that intelligent systems may be used to create dynamic and engaging real-time entertainment experiences. In this paper we consider a novel technique called Experience Adaptation. Experience Adaptation is an offline process that leverages human creative ability by taking human-authored specifications of desired user experiences and autonomously "re-writing" them based on unique requirements of individual users. In this chapter, we illustrate Experience Adaptation in the context of computer-based role-playing games in which player experience is highly dependent on an unfolding plotline. Our approach uses a plan refinement technique based on partial-order planning to (a) optimize the global structure of the plotline according to input from a player model, (b) maintain plotline coherence, and (c) facilitate authorial intent by preserving as much of the original plotline as possible.