Abstract
Interactive storytelling represents an emerging application in the field of computer entertainment that enables the dynamic creation of complex virtual stories. In some sense, Interactive Storytelling may be seen as a form of multiuser role-playing game where different evolutions of a given cyberdrama may emerge from activities performed by virtual characters, controlled either by intelligent agents or by humans. The demand for providing a distributed support to the generation of a cyberstory is converting the Web into an interactive storytelling central. Unfortunately, the classic distributed schemes employed to synchronize events on the Web introduce large delays, thus impairing the interactivity in the cyberdrama generation. To surpass this problem, we have devised a new event synchronization service to support the distributed cyberdrama generation activity. According to this proposal, events generated by distributed agents may be discarded when they become obsolete according to the semantics of the story. Dropping obsolete events brings to the positive result of speeding up the story generation, thus gaining interactivity while maintaining the consistency of the distributed state of the plot. Actual measurements from a deployed simulation show that our approach can implement a responsive event synchronization service for distributed interactive storytelling.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Cavazza, M., Charles, F., Mead, S.J.: Characters in Search of an Author: AI-based Virtual Storytelling. In: Balet, O., Subsol, G., Torguet, P. (eds.) ICVS 2001. LNCS, vol. 2197, pp. 145–154. Springer, Heidelberg (2001)
Cronin, E., Filstrup, B., Jamin, S., Kurc, A.R.: An Efficient Synchronization Mechanism for Mirrored Game Architectures. In: Proc. of NetGames 2002, Braunschweig, April 2002, pp. 67–73. Braunschweig, Germany (2002)
Ferretti, S., Roccetti, M.: A Novel Obsolescence-Based Approach to Event Delivery Synchronization in Multiplayer Games. International Journal of Intelligent Games and Simulation 3(1) (March/April 2004)
Griwodz, C.: State Replication for Multiplayer Games. In: Proc. of NetGames 2002, April 2002, pp. 29–35. Braunschweig, Germany (2002)
Ferretti, S., Roccetti, M.: The Design and Performance of a Receiver-Initiated Event Delivery Synchronization Service for Interactive Multiplayer Games. In: Mehdi, Q., Gough, N., Natkin, S. (eds.) Proc. of the 4th International Conference on Intelligent Games and Simulation (Game-On 2003), Eurosis, Londra, UK, November 2003, pp. 211–218 (2003)
Bates, J.: The Role of Emotion in Believable Agents. Communications of the ACM 37(7), 122–125 (1994)
Blumberg, B., Galyean, T.: Multi-Level Direction of Autonomous Creatures for Real- Time Virtual Environments. Computer Graphics 30(3), 47–54 (1995)
Charles, F., Mead, S.J., Cavazza, M.: Generating Dynamic Storylines Through Characters’ Interactions. International Journal of Intelligent Games and Simulation 1(1), 5–11 (2001)
Grasbon, D., Braun, N.: A Morphological Approach to Interactive Storytelling. In: Proc. of Artificial Intelligence and Interactive Entertainment (CAST 2001), S. Augustin, Germany (2001)
Louchart, S., Aylett, R.: Narrative Theory and Emergent Interactive Narrative. In: Proc. of the 2nd International Workshop on Narrative and Interactive Learning Environments, Edinburgh, Scotland (August 2002)
Mateas, M.: An Oz-centric Review of Interactive Drama and Believable Agents. Technical Report CMU-Cs97-156, School of Computer Science, CMU, Pittsburg (1997)
Perlin, K., Goldberg, A.: Improv: A System for Scripting Interactive Actors in Virtual Worlds. In: Proc. of the 23rd Annual Conference on Computer Graphics (SIGGRAPH 1996), New Orleans, LA, USA, August 1996, pp. 205–215 (1996)
Sobral, D., Machado, I., Paiva, A.: Managing Authorship in Plot Conduction. In: Balet, O., Subsol, G., Torguet, P. (eds.) ICVS 2003. LNCS, vol. 2897, pp. 57–64. Springer, Heidelberg (2003)
Cristian, F.: Probabilistic Clock Synchronization. Distributed Computing 3(3), 146–158 (1989)
Park, K., Willinger, W.: Self-Similar Network Traffic and Performance Evaluation, 1st edn., January 2000. Wiley-Interscience, Hoboken (2000)
Farber, J.: Network Game Traffic Modelling. In: Proc. of NetGames 2002, April 2002, pp. 53–57. Braunschweig, Germany (2002)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2004 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Ferretti, S., Roccetti, M., Cacciaguerra, S. (2004). On Distributing Interactive Storytelling: Issues of Event Synchronization and a Solution. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_29
Download citation
DOI: https://doi.org/10.1007/978-3-540-27797-2_29
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-22283-5
Online ISBN: 978-3-540-27797-2
eBook Packages: Springer Book Archive