Hierarchical task network planning: formalization, analysis, and implementation
Hierarchical task network planning: formalization, analysis, and implementation
Fast planning through planning graph analysis
Artificial Intelligence
Character-Based Interactive Storytelling
IEEE Intelligent Systems
The Belief-Desire-Intention Model of Agency
ATAL '98 Proceedings of the 5th International Workshop on Intelligent Agents V, Agent Theories, Architectures, and Languages
Applications of SHOP and SHOP2
IEEE Intelligent Systems
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
MIST: an interactive storytelling system with variable character behavior
ICIDS'10 Proceedings of the Third joint conference on Interactive digital storytelling
Narrative planning: balancing plot and character
Journal of Artificial Intelligence Research
Ghost worlds – time and consequence in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
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Most stories constructed by game designers are inherently linear in nature, with the result that player interactions have limited impact on the direction of the game narrative. Massively multiplayer online role-play games (MMORPGs) typically contain thousands of linearly scripted storylines, and stories generally do not adapt to player interactions or changes in the gameworld state. However, there is some evidence that interactive storytelling techniques may have the potential to enhance narrative experience in these online worlds. An important challenge is the need for ongoing stories to be seamlessly adapted when story plans are invalidated by unforeseen events in the game world, such as the actions of player characters. In this paper we present novel techniques for repairing story plans while maintaining plot coherence and demonstrate their ability to enhance the robustness of adaptive storytelling in dynamic game worlds.