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 narratives are branching stories with events that change based on feedback from participants. One method of generating interactive narratives is a plan-based process called mediation. A sub-process within mediation called accommodation creates new story content when a participant deviates from the main storyline. We show that a model of… (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)
This paper describes entries to the third Playable Experiences track to be held at the AIIDE conference. We discuss the five entries accepted to the track for 2015, as well as the ongoing development of the track as part of AIIDE.
I am interested in algorithms that generate well struc-tured interactive narratives that allow human participants to effect change in a story world. Narrative can be structured as a sequence of actions to be carried out by a set of characters in a particular environment. This narrative structure can be generated by AI planning. A process called… (More)