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)
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 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)
Many computer games use custom scripts to control the ambient behaviors of non-player characters (NPCs). Therefore, a story writer must write fragments of computer code for the hundreds or thousands of NPCs in the game world. The challenge is to create entertaining and non-repetitive behaviors for the NPCs without investing substantial programming effort to(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)
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)
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)
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)
ScriptEase is a visual tool that enables game designers to create complex interactive stories for computer role-playing games, without programming. In particular, ScriptEase automatically generates the scripting code for ambient and PC-interactive non-player character (NPC) behaviors from a set of behavior patterns. Without ScriptEase, a game designer would(More)
This demonstration describes the generation of ambient and latent NPC behavior scripts using generative behavior patterns with ScriptEase. Our behavior model supports behavior roles, a powerful mechanism that allows an NPC to change behavior sets during the story. Our motivation model for selecting ambient behaviors generates more realistic NPC behaviors(More)