Curtis Onuczko

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The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer rather than by the author of the game story. This interruption in the game story authoring process(More)
To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's essential that companies use AI to create nonplayer characters (NPCs)(More)
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently, several(More)
Interactive story writing is a new medium for creative expression. The story " writer " uses a computer game (such as BioWare's Neverwinter Nights) to create an interactive story where the " reader " is an active participant. The state of the art is that the story (plot, character behaviors, character interactions, conversations, etc.) is specified by(More)
The current state-of-the-art in computer games is to manually script individual game objects to provide desired interactions for each game adventure. Our research has shown that a small set of parameterized patterns (commonly occurring scenarios) characterize most of the interactions used in game adventures. They can be used to specify and even generate the(More)
Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across(More)
In answer set programming systems like Smodels and some SAT solvers, constraint propagation is carried out by a mechanism called lookahead. The question arises as what is the pruning power of lookahead, and how such pruning power fares in comparison with the consistency techniques in solving CSPs. In this paper, we study the pruning power of lookahead by(More)
Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to track and maintain. Game adventures often have simple plots, called sub-quests, that are independent from the main plot. Sub-quests are important, as they add value to the open-world appeal of the game, but they still have to be scripted. We have(More)
Educational games have long been used in the classroom to add an immersive aspect to the curriculum. While the technology has a cadre of strong advocates, formal reviews have yielded mixed results. Two widely reported problems with educational games are poor production quality and monotonous game-play. On the other hand, commercial non-educational games(More)
As game designers shift focus from graphical realism to immersive stories, the number of game-object interactions grows exponentially. Games use manually written scripts to control interactions. ScriptEase provides game designers with generative patterns that generate scripting code to control common interactions. This paper describes a new kind of(More)