Abstract
Story-worlds are virtual worlds inhabited by synthetic characters that provide an environment in which users participate actively in the creation of a narrative. Implementation approaches range from plot-driven to character-based [4,7]. Character-based approaches require synthetic agents with autonomy and personality. Affective agent architectures [13,2] are used to construct such autonomous personality agents, and computational models of emotion are seen as a prerequisite for the required emotional and social competences. The present paper reports on ongoing work based on the experiences gained in earlier work, in particular TABASCO [6] and ActAffAct (Acting Affectively affecting Acting [8,10]). The following section reviews details of the earlier approach towards creating a story-world to generate cliché stories, while the later sections present the changes in scope and approach adopted in our current work.
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Rank, S., Petta, P. (2007). From ActAffAct to BehBehBeh: Increasing Affective Detail in a Story-World. In: Cavazza, M., Donikian, S. (eds) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. ICVS 2007. Lecture Notes in Computer Science, vol 4871. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-77039-8_20
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DOI: https://doi.org/10.1007/978-3-540-77039-8_20
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