[PDF] A Multiplayer Case Based Story Engine | Semantic Scholar (2024)

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59 Citations

AI Structuralist Storytelling In Computer Games
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This paper is a description of the work in creating a story director agent which utilises AI techniques, and the system has been named OPIATE – Open-ended Proppian Interactive Adaptive Tale Engine.

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This thesis details the design and implementation of an Interactive Storytelling Framework, the only one to include a full 3D cross-platform game engine, procedural and manual modelling tools, a story -editor and customisable planner in one complete integrated solution.

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A Case Based Reasoning Approach to Story Plot Generation
    Belén Díaz-AgudoPablo GervásF. Peinado

    Computer Science

    ECCBR

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A Knowledge Intensive CBR (KI-CBR) approach to the problem of generating story plots from a case base of existing stories analyzed in terms of Propp functions, using an ontology to measure the semantical distance between words and structures taking part in the texts.

Transferring Game Mastering Laws to Interactive Digital Storytelling
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Game Masters are the best models for designing and directing interactive stories and their player modeling, rules for interaction management and their improvising algorithms from the real world to a new Interactive Storytelling system are transferred.

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This paper discusses the alternative methods to integrate the MOO user interface in the Virtual Storyteller multi-agent architecture and concludes with a set of recommendations on the presented alternatives.

Multiplayer Games as a Template for Multiplayer Narratives: A Case Study With Dark Souls
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It is concluded that even within a single game there are a number of rich possibilities demonstrated, from asynchronous indirect examples where the players enrich each others worlds and exchange information, to synchronous direct examples where players have direct influence over the choices of other players, and thus the outcomes of their stories.

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Narrative Extraction, Processing and Generation for Interactive Fiction and Computer Games
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I am particularly interested in computational narrative algorithms that can analyze stories, model narrative, and generate plots to be used in various forms and game domains.

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It is shown that story generation can be viewed as a search task, operating over a large number of stories that can be generated from knowledge inherent in a corpus, and how the explicit use of plots induced from the corpus can be used to guide the generation process.

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Simple Automated Narrative Generator (SANG)
    Purvish KhalpadaSanjay Garg

    Computer Science

    2021 IEEE 11th Annual Computing and Communication…

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A planning-based story generation system SANG addresses some of the most important aspects of the story, causality, coherence, consistent characters, and emotions, and it builds an action ontology representing causal information of events, and extends it to generating a plot between more events.

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21 References

An Interactive Story Engine
    C. FaircloughP. Cunningham

    Computer Science

    AICS

  • 2002

This work is modified for use in a case-based planning and constraint satisfaction system that controls the character agents in a story world and tries to make them follow a coherent plot and react consistently with the player's actions.

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A Framework for Plot Control in Interactive Story Systems
    N. SgourosG. PapakonstantinouP. Tsanakas

    Computer Science

    AAAI/IAAI, Vol. 1

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A framework for plot control in interactive story systems where the user takes the place of the main character of the story, the protagonist, and a separate module in this system controls the behavior of the cast and specifies what the protagonist can do.

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a morphological approach to interactive storytelling
    Dieter Grasbon

    Computer Science, Linguistics

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This work focuses on story guidance at the level of morphological functions as defined by Russian formalist Vladimir Propp, and provides access to the story model itself, which allows authors to control the story at all levels of detail.

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Towards Integrating Plot and Character for Interactive Drama
    Michael MateasA. Stern

    Art, Computer Science

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A brief description of the project goals and design requirements, the problem of autonomy in the context of story-based believable agents, and an architecture that uses the dramatic beat as a s tructural principle to integrate plot and character are provided.

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Real Characters in Virtual Stories Promoting Interactive Story-Creation Activities
    Isabel MachadoA. PaivaP. Brna

    Computer Science, Education

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This work introduces the Support And Guidance Architecture (SAGA), a plug-in architecture for guiding and supporting children’s interactive story creation activities, illustrated with reference to Teatrix, a collaborative virtual environment for story creation, which provides the children with the means for collaboratively creating their story on a virtual stage.

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Character-Based Interactive Storytelling
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The authors introduce their character-based interactive storytelling prototype that uses hierarchical task network planning techniques, which support story generation and any-time user intervention.

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This paper will give guidelines on how Artificial Intelligence (AI) should be tackled, by putting Artificial Intelligence in the right place, within an interactive drama system.

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A Proposal for an Interactive Drama Architecture
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IDA, an Interactive Drama architecture, is proposed, which is based on the principle of having a real -time Director agent intelligently guiding the User’s experience towards the Writer's dramatic goals, while at the same time allowing as much User flexibility as possible.

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A Proposal for an Agent Architecture for Proactive Persistent Non Player Characters
    Brian Mac NameeP. Cunningham

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This paper will introduce the idea of Proactive Persistent NPCs, that is NPCs that are always modelled (at least to some extent) even when the human player is not in their vicinity, and propose an intelligent agent architecture which will allow the creation of realistic, interesting and robust characters.

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Toward the holodeck: integrating graphics, sound, character and story
    R. HillJ. Gratch W. Swartout

    Computer Science, Education

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An initial prototype of a holodeck- like environment that is created for the Mission Rehearsal Exercise Project to create an experience learning system where the participants are immersed in an environment where they can encounter the sights, sounds, and circ*mstances of real-world scenarios.

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