Justus Robertson

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In plan-based interactive narrative systems, user actions must be integrated with an ideal story structure in order to strike a reasonable balance between user agency and story quality. A process called mediation addresses this issue by selecting appropriate responses to possible detrimental user actions in a given interactive narrative plan. One way the(More)
A choice positively contributes to a player's sense of agency when it leads to meaningfully different content. We shed light on what a player may consider meaningfully different by developing a formalism for interactive stories in terms of the change in situational content across choices. We hypothesized that a player will feel a higher sense of agency when(More)
Mediation is a plan-based interactive narrative generation algorithm that creates a cascading policy of plans. This policy represents a branching story and can be used by an execution manager in a game to control the series of events that unfold. With a few modifications we show that mediation's search space can embed all possible traversals through a game(More)
An open area of research for AI in games is how to provide unique gameplay experiences that present specialized game content to users based on their preferences , in-game actions, or the system's goals. The area of procedural content generation (PCG) focuses on creating or modifying game worlds, assets, and mechanics to generate tailored or personalized(More)
Interactive narrative systems produce branching story experiences for a human user using an interactive world. A class of interactive narrative systems, called strong story systems, manage a user's experience by manipulating the interactive world and its characters according to a formal story model. In these systems, a human user may place the world into a(More)
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