CS 7634 / 4803 SVW / LCC 8803 MR : A.I. Storytelling in Virtual Worlds

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Mobile Alternate Reality Games

[MacVean11] Andrew MacVean, Sanjeet Hajarnis, Brandon Headrick, Aziel Ferguson, Chinmay Barve, Devika Karnik, and Mark O. Riedl. WeQuest: Scalable Alternate Reality Games Through End-User Content Authoring. To appear in the proceedings of the 8th ACM Conference on Advances in Computer Entertainment (ACE), 2011.

[Riedl11] Mark Riedl, Boyang Li, Hua Ai, and Ashwin Ram. Robust and Authorable Multiplayer Interactive Narrative Experiences. To appear in the proceedings of the 7th ACM Converence on Aritificial Intelligence and Interactive Digital Entertainment, 2011.

[Reed11] Aaron Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, and Noah Wardrip-Fruin. A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project. To appear in the proceedings of the 7th Annual Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011.

[Lim07] M. Y. Lim and R. Aylett. Narrative construction in a mobile tour guide. In Proceedings of the 4th International Conference on Virtual Storytelling, 2007.

[Stock07] O. Stock, M. Zancanaro, P. Busetta, C. Callaway, A. Kruger, M. Kruppa, T. Kuik, E. Not, and C. Rocchi. Adaptive, intelligent presentation of information for the museum visitor in PEACH. User Modeling and User-Adapted Interaction, 17(3):257-304, 2007.

[gustafsson06] Anton Gustafsson, John Bichard, Liselott Brunnberg, Oskar Juhlin, Marco Combetto. Believable environments – Generating interactive storytel-ling in vast location-based pervasive games. Proceedings of the 2006 ACM Conference on Advances in Computer Entertainment, 2006.

Interactive Storytelling

[Bruckman90] Bruckman. 1990. The Combinatorics of Storytelling: Mystery Train Interactive. Unpublished Manuscript.

[Thue07] David Thue, Vadim Bulitko, Marcia Spetch, and Eric Wasylishen. Interactive Storytelling: A Player Modelling Approach. The Third Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

[Sharma07] Manu Sharma, Manish Mehta, Santiago Ontanon, and Ashwin Ram. (2007). Player Modeling Evaluation for Interactive Fiction. Third Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE-07), Workshop on Optimizing Player Satisfaction

[Nelson05] Nelson, M. and Mateas, M. (2005). Search-based drama management in the interactive fiction Anchorhead . Proceedings of the First Conference on Artificial Intelligence and Interactive Digital Entertainment.

[Mateas02] Mateas, M. and Stern, A (2002). Architecture, authorial idioms and early observations of the interactive drama Facade. Technical report CMU-CS-02-198, School of Computer Science, Carnegie Mellon University.

[Cavazza02] Cavazza, M., Charles, F., and Mead, S. (2002). Planning Characters' Behaviour in Interactive Storytelling. Journal of Visualization and Computer Animation, 13, 121-131.

[Magerko04] Magerko, B. and Laird, J.E. Mediating the Tension Between Plot and Interaction. AAAI Workshop Series: Challenges in Game Artificial Intelligence, 2004.

[Riedl08] Mark O. Riedl, Andrew Stern, Don Dini, and Jason Alderman. Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training. International Transactions on Systems Science and Applications, Special Issue on Agent Based Systems for Human Learning, vol. 4(2), 2008.

Quest Generation in Games

[Hullett09] Kenneth Hullett and Michael Mateas. Scenario Generation for Emergency Rescue Training Games. In Proceedings of the Fourth International Conference on the Foundations of Digital Games (FDG 2009).

[Ashmore07] Calvin Ashmore and Michael Nitsche. 2007. The Quest in a Generated World. Proceedings of DiGRA 2007 Conference.

[Dormans10] Joris Dormans. (2010). Adventures in level design: generating missions and spaces for action adventure games. Proceedings of the FDG 2010 Workshop on Procedural Content Generation in Games.

[Li10] Boyang Li and Mark O. Riedl. An Offline Planning Approach to Game Plotline Adaptation. Proceedings of the 6th Conference on Artificial Intelligence for Interactive Digital Entertainment, Palo Alto, California, 2010.

[Nitsche06] M. Nitsche, C. Ashmore, W. Hankinson, R. Fitzpatrick, J. Kelly, and K. Margenau. Designing Procedural Game Spaces: A Case Study. Proceedings of FuturePlay, 2006.

[Pita07] Pita,, J., Magerko, B. and Brodie, S. TRUE STORY: Dynamically Generated, Contextually Linked Quests in Persistent Systems. FuturePlay, Toronto, ON, 2007.

[Magerko06] Magerko, B., Stensrud, B., and Holt, L. Bringing the Schoolhouse Inside the Box – A Tool for Engaging, Individualized Training. 25th Army Science Conference, 2006. Orlando, FL.


Story Generation

[Riedl10] Mark O. Riedl and R. Michael Young. (2010) Narrative Planning: Balancing Plot and Character. Journal of AI Research, 39.

[Gervas04] B Díaz-Agudo, P Gervás, F Peinado. (2004). A Case Based Reasoning Approach to Story Plot Generation. In Proc. of the 7 th European Conf. on Case Based Reasoning.

[Lebowitz84] Lebowitz, M. (1984). Creating characters in a story-telling universe. Poetics, 13, 171-194.

[Lebowitz85] Lebowitz, M. (1985). Story-telling as planning and learning. Poetics, 14, 483-502.

[Meehan81] Meehan, J. (1981). Tale-Spin. In R.C. Schank and C.K. Riesbeck (Eds). Inside Computer Understanding (pp. 197-226). Lawrence Erlbaum Associates.

[Porteous09] Porteous, J. and Cavazza, M., 2009. Controlling Narrative Generation with Planning Trajectories: the Role of Constraints. International Conference on Interactive Digital Storytelling.

[Swanson08] Reid Swanson and Andrew S. Gordon. Say anything: A massively collaborative open domain story writing companion. In First International Conference on Interactive Digital Storytelling, Erfurt, Germany, November 2008.

[Perez01] Perez y Perez, R. and Sharples, M. (2001). MEXICA: a computer model of a cognitive account of creative writing. Journal of Experimental and Theoretical Artificial Intelligence, 13, 119-139.

[Perez04] Pérez y Pérez, R. and Sharples, M. (2004) Three Computer-Based Models of Storytelling: BRUTUS, MINSTREL and MEXICA. Knowledge-Based Systems,17, 1, 15-29

[Tearse10] Brandon Tearse, Michael Mateas, Noah Wardrip-Fruin. MINSTREL Remixed: A Rational Reconstruction. Proceedings of the Intelligent Narrative Technologies III Workshop, 2010.

[Tearse11] Brandon Tearse, Peter Mawhorter, Michael Mateas, NoahWardrip-Fruin. Experimental Results from a Rational Reconstruction of MINSTREL. Second International Conference on Computational Creativity, 2011.

Virtual Character Agents

[Perlin96] Ken Perlin, Athomas Goldberg. 1996. Improv: a system for scripting interactive actors in virtual worlds. Proceedings of the 23rd annual conference on Computer graphics and interactive techniques

[Leuski10] Anton Leuski and David Traum. 2010. NPCEditor: A Tool for Building Question-Answering Characters. Proceedings of the Seventh conference on International Language Resources and Evaluation.

[Blumberg95] Blumberg, Galyean. 1995. Multi-Level Direction of Autonomous Creatures for Real-Time Virtual Environments.

[Doyle97] Doyle, Hayes-Roth. 1997. Agents in Annotated Worlds.

[Bickmore-aamas09] Timothy Bickmore, Daniel Schulman. 2009. A Virtual Laboratory for Studying Long-term Relationships between Humans and Virtual Agents. Proc. of 8th Int. Conf. on Autonomous Agents and Multiagent Systems.

[Bickmore-iva09] Timothy Bickmore, Daniel Schulman, and Langxuan Yin. 2009. Engagement vs. Deceit: Virtual Humans with Human Autobiographies. Proc. International Conf. on Intelligent Virtual Agents.

[Bates91] Joe Bates, Bryan Loyall, W. Scott Reilly. 1991. Broad Agents. Proceedings of the AAAI Spring Symposium on Integrated Intelligent Architectures.

[Marsella10] Stacy Marsella, Jonathan Gratch and Paolo Petta. Computational Models of Emotion. In in Scherer, K.R., Bänziger, T., & Roesch, E. (Eds.) A blueprint for a affective computing: A sourcebook and manual. Oxford: Oxford University Press, 2010

Narrative Psychology

[Bruner91] Bruner. 1991. The Narrative Construction of Reality. Critical Inquiry, 18(1), 1-21.

[Gerrig93] Gerrig. Experiencing Narrative Worlds. Chapters 1 and 3.

[Green00] Green, Brock. The Role of Transportation in the Persausiveness of Public Narratives. Journal of Personality ad Social Psychology, 79(5), 701-721.

[Trabasso84] Trabasso, Secco, Van den Broek. 1984. Causal Cohesion and Story Coherence.

[Graesser94] Graesser, Singer, Trabasso. 1994. Constructing Inferences During Narrative Text Comprehension. Psychological Review, 101(3), 371-395.

[Zwaan98] Rolf A. Zwaan and Gabriel A. Radvansky. Situation Models in Language Comprehension and Memory. Psychological Bulletin, 123(2): 162-185, 1998.

[Graesser91] Graesser, Lang, Roberts. 1991. Question Answering in the Context of Stories. Journal of Experimental Psychology: General, 120(3), 254-277.

[Bernardo94] Gerrig, Bernardo. 1994. Readers as Problem-Solvers in the Experience of Suspense. Poetics, 22, 459-472.


[Bal04] Bal. 2004. Narratology: Introduction to the Theory of Narrative. Chapter 1.

[Branigan] Branigan. Narrative Comprehension and Film. Chapter 3.

[Ryan] Ryan. Possible Worlds, Artificial Intelligence. Chapters 1-3.

Story Understanding

[Schank81] Schank and Riesbeck. 1981. The Theory Behind the Programs: Conceptual Dependency. In Schank and Riesbeck (Eds.) Inside Computer Understanding: Five Programs Plus Miniatures.

[Cullingford81] Cullingford. 1981. SAM. In Schank and Riesbeck (Eds.) Inside Computer Understanding: Five Programs Plus Miniatures.

[Wilensky81] Wilensky. 1981. PAM. In Schank and Riesbeck (Eds.) Inside Computer Understanding: Five Programs Plus Miniatures.

[Lehnert82] Lehnert. 1982. Plot Units: A Narrative Summarization Strategy. In Lehnert and Ringle (Eds.) Strategies for Natural Language Processing

[Riloff10] Goyal, A., Riloff, E., Daume III, H. (2010) "Automatically Producing Plot Unit Representations for Narrative Text", Proceedings of the 2010 Conference on Empirical Methods in Natural Language Processing (EMNLP 2010).

[Chambers08] Nathanael Chambers and Dan Jurafsky. 2008. Unsupervised Learning of Narrative Event Chains. In Proceedings of ACL/HLT 2008.

[Mueller07] Erik T. Mueller. Modelling Space and Time in Narratives about Restaurants. Literary and Linguistic Computing Vol. 22, No. 1, 2007.

Virtual Cinematography

[Bares99] Bares, Lester. 1999. Intelligent Multi-shot Visualization Intefaces for Dynamic 3D Worlds. Proceedings of the 1999 International Conference on Intelligent User Interfaces.

[He96] He, Cohen, Salesin. 1996. The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing. Proceedings of SIGGRAPH '96.

[Thomlinson00] Thomlinson, Blumberg, and Nain. 2000. Expressive Autonomous Cinematography for Interactive Virtual Environments. Proceedings of the Fourth International Conference on Autonomous Agents.

[Jhala10] Jhala, Young. 2006. Cinematic Visual Discourse: Representation, Generation, and Evaluation. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 2, NO. 2, JUNE 2010

[Elson07] Elson, Riedl. 2007. A Lightweight Intelligent Virtual Cinematography System for Machinima Production. Proceedings of the 3rd Conference on Artificial Intelligence and Interactive Digital Entertainment

Computational Creativity

[Boden09] Boden. 2009. Computer Models of Creativity. AI Magazine.

[Wiggins06] Wiggins. 2006. Searching for Computational Creativity. New Generation Computing, 24.

[Ritchie01] Ritchie. 2001. Assessing Creativity. Proceedings of AISB Symposium on AI and Creativity in Arts and Science.