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From computer games to interactive stories: interactive storytelling

Fred Charles (Fred Charles is Senior Lecturer in Computer Games Programming, at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.)
Steven J. Mead (Steven J. Mead is Lecturer in Computer Games Programming at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.)
Marc Cavazza (Marc Cavazza is Professor of Intelligent Virtual Environments, at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.)

The Electronic Library

ISSN: 0264-0473

Article publication date: 1 April 2002

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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.

Keywords

Citation

Charles, F., Mead, S.J. and Cavazza, M. (2002), "From computer games to interactive stories: interactive storytelling", The Electronic Library, Vol. 20 No. 2, pp. 103-112. https://doi.org/10.1108/02640470210424428

Publisher

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MCB UP Ltd

Copyright © 2002, MCB UP Limited

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