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Reading

Course reading material will be drawn from the following list of papers. See the course schedule for specific reading assignments.

All papers are available in T-Square

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.

[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.

[Frazier14] Spencer Frazier and Mark O. Riedl. Toward Using Games and Artificial Intelligence to Proactively Sense the Real World. Proceedings of the 50th Convention of the Society for the Study of Artificial Intelligence and Simulation of Behavior (AISB), Symposium on AI and Games, 2014.

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.

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

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.

[Tearse12] B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Lessons Learned From a Rational Reconstruction of Minstrel, Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012.

[Li12] Boyang Li, Stephen Lee-Urban, D. Scott Appling, and Mark O. Riedl. Crowdsourcing Narrative Intelligence. Advances in Cognitive Systems, vol. 2, 2012.

[Li13] Boyang Li, Stephen Lee-Urban, George Johnston, and Mark O. Riedl. Story Generation with Crowdsourced Plot Graphs. Proceedings of the 27th AAAI Conference on Artificial Intelligence, 2013.

Interactive Storytelling

[Kelso93] Kelso, Wehyrauch, Bates. 1993. Dramatic Presence. Presence: The Journal of Teleoperators and Virtual Environments, 2(1).

[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).

[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.

[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.

[Yu14] Hong Yu and Mark O. Riedl. Personalized Interactive Narratives via Sequential Recommendation of Plot Points. IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, vol. 6(2), 2014.

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

Story Understanding

[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.

Discourse Generation

[Cheong14] Yun-Gyung Cheong, and R. Michael Young (2014). Suspenser: A Story Generation System for Suspense. IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, to appear.

[Bae14] Byung-Chull Bae, and R. Michael Young. (2014). A Computational Model of Narrative Generation for Surprise ArousalIEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, vol 6(2).

[Moore94] Moore, Paris. 1994. Planning text for advisory dialogues: Capturing intentional, rhetorical and attentional information. Computational Linguistics, 19(4)

Media Generation

[Mairesse10] Mairesse, F., Walker, M.: Towards personality-based user adaptation: Psycholog- ically informed stylistic language generation. User Modeling and User-Adapted Interaction 20, 227–278 (2010)

[Lin11] G. Lin and Walker, M. A., “All the World’s a Stage: Learning Character Models from Film.”, Conference on Artificial Intelligence and Digital Entertainment. 2011

[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.

[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

Virtual Characters

[bates94] Joseph Bates. 1994. The role of emotion in believable agents. Communications of the ACM, 7(37).

[Loyall97] A. Bryan Loyall. 1997. Believable Agents: Building Interactive Personalities. Ph.D. Thesis. Technical Report CMU-CS-97-123, School of Computer Science, Carnegie Mellon University, Pittsburgh, PA. May 1997.

[Horswill07] Ian Horswill. 2007. Psychopathology, Narrative, and Cognitive Architecture (or: why AI characters should be just as screwed-up as we are). Proceedings of the AAAI Fall Symposium on Intelligent Narrative Technologies.

[Gratch04] Jonathan Gratch and Stacy Marsella. 2004. A Domain-independent framework for modeling emotion. Journal of Cognitive Systems Research, Volume 5, Issue 4.

Automated Journalism

[Allen10] Nicholas D. Allen, John R. Templon, Patrick Summerhays McNally, Larry Birnbaum, Kristian Hammond. (2010). Proceedings of the AAAI Fall Symposium on Computational Models of Narrative

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.

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