Abstract
This document describes an approach to story description that allows an agent to dynamically control the plot of a story in a computer game. The way of describing stories that is used is based on Vladimir Propp’s work on the structure of folktales. 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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© 2002 Springer-Verlag Berlin Heidelberg
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Fairclough, C., Cunningham, P. (2002). An Interactive Story Engine. In: O’Neill, M., Sutcliffe, R.F.E., Ryan, C., Eaton, M., Griffith, N.J.L. (eds) Artificial Intelligence and Cognitive Science. AICS 2002. Lecture Notes in Computer Science(), vol 2464. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45750-X_22
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DOI: https://doi.org/10.1007/3-540-45750-X_22
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