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dc.contributor.authorFairclough, Chris
dc.contributor.authorCunningham, Padraig
dc.date.accessioned2008-01-09T12:26:32Z
dc.date.available2008-01-09T12:26:32Z
dc.date.issued2004-10
dc.identifier.citationFairclough, Chris; Cunningham, Padraig. 'AI Structuralist Storytelling In Computer Games'. - Dublin, Trinity College Dublin, Department of Computer Science, TCD-CS-2004-43, 2004, pp5en
dc.identifier.otherTCD-CS-2004-43
dc.identifier.urihttp://hdl.handle.net/2262/13239
dc.description.abstractThis paper is a description of our work in creating a story director agent which utilises AI techniques. The story director controls the storyline in an adventure computer game, with the player controlling the hero character, and the story director reacting to the player's actions. The story is told through subplot-level plans being formulated with a case-based planner, and a social simulation system that the story director is 'plugged in to', allowing consistent logical stories while allowing for player freedom. The system has been named OPIATE ? Open-ended Proppian Interactive Adaptive Tale Engine.en
dc.format.extent275687 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherTrinity College Dublin, Department of Computer Scienceen
dc.relation.ispartofseriesComputer Science Technical Reporten
dc.relation.ispartofseriesTCD-CS-2004-43en
dc.relation.haspartTCD-CS-[no.]en
dc.subjectInteractive storyen
dc.subjectcase-based planningen
dc.subjectcomputer gamesen
dc.titleAI Structuralist Storytelling In Computer Gamesen
dc.typeTechnical Reporten
dc.identifier.rssurihttps://www.cs.tcd.ie/publications/tech-reports/reports.04/TCD-CS-2004-43.pdf


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