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pro vyhledávání: '"Stephen G. Ware"'
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 18:95-104
Narrative planners generate sequences of actions that represent story plots given a story domain model. This is a useful way to create branching stories for interactive narrative systems that maintain logical consistency across multiple storylines wi
Publikováno v:
IEEE Transactions on Games. :1-14
Autor:
Stephen G. Ware, Cory Siler
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 17:99-106
Sabre is a narrative planner—a centralized, omniscient decision maker that solves a multi-agent storytelling problem. The planner has an author goal it must achieve, but every action taken by an agent must make sense according to that agent's indiv
Autor:
Stephen G. Ware, Markus Eger
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 18
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2022) preface by Stephen G. Ware and Markus Eger
Autor:
Stephen G. Ware, Rachelyn Farrell
Publikováno v:
2022 IEEE Conference on Games (CoG).
Publikováno v:
IEEE Transactions on Games. 12:74-85
The salience of a narrative event is defined as the ease with which an audience member can recall that past event. This paper describes a series of experiments investigating the use of salience as a predictor of player behavior in interactive narrati
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 15:87-93
In many intelligent interactive narratives, the player controls an avatar while an experience manager controls non-player characters (NPCs). The space of all stories can be viewed as a story graph, where nodes are states and edges are actions taken b
Autor:
Alireza Shirvani, Stephen G. Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 15:188-194
Believable virtual characters enhance the experience of interactive virtual worlds. BDI-based state-space narrative planners make their characters more compelling by granting them specific goals to pursue and different (possibly wrong) beliefs about
Autor:
R. Michael Young, Stephen G. Ware
Publikováno v:
IEEE Transactions on Computational Intelligence and AI in Games. 8:402-411
In this paper, we present The Best Laid Plans, an interactive narrative adventure game, and the planning technologies used to generate and adapt its story in real time. The game leverages computational models of intentionality and conflict when contr
Publikováno v:
IEEE Transactions on Emerging Topics in Computing. 3:260-274
While there has been much research done on player modeling in single-player games, player modeling in massively multiplayer online role-playing games (MMORPGs) has remained relatively unstudied. In this paper, we survey and evaluate three classes of