From computer games to interactive stories: interactive storytelling

Hdl Handle:
http://hdl.handle.net/10149/101623
Title:
From computer games to interactive stories: interactive storytelling
Authors:
Charles, F. (Fred); Mead, S. J. (Steven); Cavazza, M. O. (Marc)
Affiliation:
University of Teesside. School of Computing and Mathematics.
Citation:
Charles, F., Mead, S. J. and Cavazza, M. O. (2002) 'From computer games to interactive stories: interactive storytelling', The Electronic Library, 20 (2), pp.103-112.
Publisher:
Emerald
Journal:
The Electronic Library
Issue Date:
2002
URI:
http://hdl.handle.net/10149/101623
DOI:
10.1108/02640470210424428
Additional Links:
http://www.emeraldinsight.com/10.1108/02640470210424428
Abstract:
Interactive storytelling can be based either on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters' behaviours are implemented through real-time search-based planning techniques. However, the top-down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging ("bottom-up") situations of narrative relevance. After discussing the determinants that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations. These comprise situated reasoning and action repair: we also illustrate the concepts through detailed examples.
Type:
Article
Language:
English
Keywords:
artificial intelligence; computers; games; stories
ISSN:
0264-0473
Rights:
Author can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 07/06/2010]
Citation Count:
2 [Scopus, 07/06/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorCharles, F. (Fred)en
dc.contributor.authorMead, S. J. (Steven)en
dc.contributor.authorCavazza, M. O. (Marc)en
dc.date.accessioned2010-06-07T14:59:25Z-
dc.date.available2010-06-07T14:59:25Z-
dc.date.issued2002-
dc.identifier.citationThe Electronic Library; 20(2):103-112en
dc.identifier.issn0264-0473-
dc.identifier.doi10.1108/02640470210424428-
dc.identifier.urihttp://hdl.handle.net/10149/101623-
dc.description.abstractInteractive storytelling can be based either on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters' behaviours are implemented through real-time search-based planning techniques. However, the top-down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging ("bottom-up") situations of narrative relevance. After discussing the determinants that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations. These comprise situated reasoning and action repair: we also illustrate the concepts through detailed examples.en
dc.language.isoEnglishen
dc.publisherEmeralden
dc.relation.urlhttp://www.emeraldinsight.com/10.1108/02640470210424428en
dc.rightsAuthor can archive post-print (ie final draft post-refereeing). For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 07/06/2010]en
dc.subjectartificial intelligenceen
dc.subjectcomputersen
dc.subjectgamesen
dc.subjectstoriesen
dc.titleFrom computer games to interactive stories: interactive storytelling-
dc.typeArticleen
dc.contributor.departmentUniversity of Teesside. School of Computing and Mathematics.en
dc.identifier.journalThe Electronic Libraryen
ref.citationcount2 [Scopus, 07/06/2010]en
or.citation.harvardCharles, F., Mead, S. J. and Cavazza, M. O. (2002) 'From computer games to interactive stories: interactive storytelling', The Electronic Library, 20 (2), pp.103-112.-
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