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.
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1 April 2002
Technical Paper|
April 01 2002
From computer games to interactive stories: interactive storytelling
Fred Charles;
Fred Charles
Fred Charles is Senior Lecturer in Computer Games Programming, at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.
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Steven J. Mead;
Steven J. Mead
Steven J. Mead is Lecturer in Computer Games Programming at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.
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Marc Cavazza
Marc Cavazza
Marc Cavazza is Professor of Intelligent Virtual Environments, at the School of Computing and Mathematics, University of Teesside, Middlesbrough, UK.
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Publisher: Emerald Publishing
Online ISSN: 1758-616X
Print ISSN: 0264-0473
© MCB UP Limited
2002
The Electronic Library (2002) 20 (2): 103–112.
Citation
Charles F, Mead SJ, Cavazza M (2002), "From computer games to interactive stories: interactive storytelling". The Electronic Library, Vol. 20 No. 2 pp. 103–112, doi: https://doi.org/10.1108/02640470210424428
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