Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Automatic code generation from design patterns
IBM Systems Journal
Adaptive Object-Oriented Software: The Demeter Method with Propagation Patterns
Adaptive Object-Oriented Software: The Demeter Method with Propagation Patterns
From patterns to frameworks to parallel programs
Parallel Computing - Special issue: Advanced environments for parallel and distributed computing
Proceedings of the 17th IEEE international conference on Automated software engineering
ScriptEase: Generative Design Patterns for Computer Role-Playing Games
Proceedings of the 19th IEEE international conference on Automated software engineering
Using Generative Design Patterns to Develop Network Server Applications
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Workshop 4 - Volume 05
Evaluating pattern catalogs: the computer games experience
Proceedings of the 28th international conference on Software engineering
Generating Ambient Behaviors in Computer Role-Playing Games
IEEE Intelligent Systems
Story scripting for automating cinematics and cut-scenes in video games
Future Play '07 Proceedings of the 2007 conference on Future Play
Interactive story authoring: A viable form of creative expression for the classroom
Computers & Education
CoDePA: a conceptual design pattern approach to model behavior for X3D worlds
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
A development environment using behavior patterns to facilitate building 3D/VR applications
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Implementing games on pinball machines
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Computer-game construction: A gender-neutral attractor to Computing Science
Computers & Education
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Interactive graphical design of 3d serious neurorehabilitation games
Presence: Teleoperators and Virtual Environments
PCG-based game design: creating Endless Web
Proceedings of the International Conference on the Foundations of Digital Games
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The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game story. This interruption in the game story authoring process has two distinct disadvantages: it increases the cost of game production and it introduces a disconnect between the author's intentions and the interactions produced from the programmer's written scripts. We introduce a mechanism to solve these problems. We show that game authors (non-programmers) can generate the necessary scripts for implementing meaningful interactions between the PC and game objects using a three-step process. In the first step, the author uses a generative pattern (concept) to create a high-level description of a commonly occurring game scenario. In the second step, the author uses a standard set of adaptation operations to customize the high-level description to the particular circumstances of the story that is being told. In the third step, the author presses a button that automatically generates scripting code from the adapted pattern. We describe the results of three studies in which a combined total of 56 game story authors used this three-step process to construct Neverwinter Nights game stories, using a tool called ScriptEase. We believe that this generative/adaptive process is the key to future game story scripting. More generally, this article advocates the development of adaptive programming as an alternative to current constructive programming techniques, as well as the application of adaptive programming in many domains.