In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed of story and discourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world plan’s structure. To ground the model in computational terms, we provide examples from research under way in the Liquid Narrative Group involving the design of the Mimesis system, an architecture for intelligent interactive narrative incorporating concepts from artificial intelligence, narrative theory, cognitive psychology and computational linguistics.
2024. A Review of Natural-Language-Instructed Robot Execution Systems. AI 5:3 ► pp. 948 ff.
Mott, Bradford W., Robert G. Taylor, Seung Y. Lee, Jonathan P. Rowe, Asmalina Saleh, Krista D. Glazewski, Cindy E. Hmelo-Silver & James C. Lester
2019. Designing and Developing Interactive Narratives for Collaborative Problem-Based Learning. In Interactive Storytelling [Lecture Notes in Computer Science, 11869], ► pp. 86 ff.
Sanghrajka, Rushit, R. Michael Young, Brian Salisbury & Eric W. Lang
2019. ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game Environments. In Interactive Storytelling [Lecture Notes in Computer Science, 11869], ► pp. 323 ff.
Young, R. Michael
2018. Science Considered Helpful. In Interactive Storytelling [Lecture Notes in Computer Science, 11318], ► pp. 21 ff.
Cavazza, Marc & R. Michael Young
2016. Introduction to Interactive Storytelling. In Handbook of Digital Games and Entertainment Technologies, ► pp. 1 ff.
Cavazza, Marc & R. Michael Young
2017. Introduction to Interactive Storytelling. In Handbook of Digital Games and Entertainment Technologies, ► pp. 377 ff.
Kampa, Antonia, Susanne Haake & Paolo Burelli
2016. Storytelling in Serious Games. In Entertainment Computing and Serious Games [Lecture Notes in Computer Science, 9970], ► pp. 521 ff.
Porteous, Julie
2016. Planning Technologies for Interactive Storytelling. In Handbook of Digital Games and Entertainment Technologies, ► pp. 1 ff.
Porteous, Julie
2017. Planning Technologies for Interactive Storytelling. In Handbook of Digital Games and Entertainment Technologies, ► pp. 393 ff.
Cambria, Erik & Bebo White
2014. Jumping NLP Curves: A Review of Natural Language Processing Research [Review Article]. IEEE Computational Intelligence Magazine 9:2 ► pp. 48 ff.
Lee, Greg, Vadim Bulitko & Elliot A. Ludvig
2014. Automated Story Selection for Color Commentary in Sports. IEEE Transactions on Computational Intelligence and AI in Games 6:2 ► pp. 144 ff.
FATAL, ROB
2012. Lezbophobia and Blame the Victim: Deciphering the Narratives of Lesbian Punk Rock. Women's Studies 41:2 ► pp. 158 ff.
Jackson, G. Tanner, Kyle B. Dempsey & Danielle S. McNamara
2012. Game-Based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME. In Digital Games in Language Learning and Teaching, ► pp. 115 ff.
Mao, Wenji & Fei-Yue Wang
2012. Security Story Generation for Computational Experiments. In Advances in Intelligence and Security Informatics, ► pp. 21 ff.
Nissan, Ephraim
2012. The Narrative Dimension. In Computer Applications for Handling Legal Evidence, Police Investigation and Case Argumentation [Law, Governance and Technology Series, 5], ► pp. 323 ff.
Nissan, Ephraim
2014. Narratives, Formalism, Computational Tools, and Nonlinearity. In Language, Culture, Computation. Computing of the Humanities, Law, and Narratives [Lecture Notes in Computer Science, 8002], ► pp. 270 ff.
Nissan, Ephraim
2016. In the Garden and in the Ark:The belles lettres, aetiological tales, and narrative explanatory trajectories—The concept of an architecture combining phono-semantic matching, and NLP story-generation. Digital Scholarship in the Humanities► pp. fqw040 ff.
Alonso, Jason B., Angela Chang, David Robert & Cynthia Breazeal
2011. Proceedings of the 8th ACM conference on Creativity and cognition, ► pp. 311 ff.
Bae, Byung-Chull, Yun-Gyung Cheong & R. Michael Young
2011. Proceedings of the 6th International Conference on Foundations of Digital Games, ► pp. 313 ff.
Markowitz, Daniel, Joseph T. Kider, Alexander Shoulson & Norman I. Badler
2011. Intelligent Camera Control Using Behavior Trees. In Motion in Games [Lecture Notes in Computer Science, 7060], ► pp. 156 ff.
Finlayson, Mark A., Whitman Richards & Patrick H. Winston
2010. Computational Models of Narrative: Review of the Workshop. AI Magazine 31:2 ► pp. 97 ff.
Ge, Ansheng, Wenji Mao & Daniel Zeng
2010. Proceedings of 2010 IEEE International Conference on Service Operations and Logistics, and Informatics, ► pp. 306 ff.
Orkin, Jeff, Tynan Smith, Hilke Reckman & Deb Roy
2010. Proceedings of the Intelligent Narrative Technologies III Workshop, ► pp. 1 ff.
Munilla, Samuel & R. Michael Young
2009. Proceedings of the International Conference on Advances in Computer Entertainment Technology, ► pp. 199 ff.
[no author supplied]
2009. References. In The Art of Videogames, ► pp. 209 ff.
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