Planning Technologies for Interactive Storytelling

Porteous, J 2017, 'Planning Technologies for Interactive Storytelling' in Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini (ed.) Handbook of Digital Games and Entertainment Technologies, Springer, Singapore, pp. 393-414.


Document type: Book Chapter
Collection: Book Chapters

Title Planning Technologies for Interactive Storytelling
Author(s) Porteous, J
Year 2017
Title of book Handbook of Digital Games and Entertainment Technologies
Publisher Springer
Place of publication Singapore
Editor(s) Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini
Start page 393
End page 414
Subjects Artificial Intelligence and Image Processing not elsewhere classified
Summary Since AI planning was first proposed for the task of narrative generation in interactive storytelling (IS), it has emerged as the dominant approach in this field. This chapter traces the use of planning technologies in this area, considers the core issues involved in the application of planning technologies in IS, and identifies some of the remaining challenges.
Copyright notice © Springer Science+Business Media Singapore 2017
Keyword(s) Crowdsourcing
gadin system
Hierarchical task networks (HTNs)
Interactive storytelling (IS)
Automated domain authoring
Boundary problem
Causality
Character-based approaches
Flexibility
Generative power
Goal of Intent-based narrative planning
Manual domain authoring
Minimal representational assumptions
Narrative control
Narrative planning goals
Narrative plans
Plan failure
Role of
Plan quality criteria
Plan-based narrative generation
Plot-based approaches
Real-time response
Story and discourse
Story progression
Visual programming
Planning domain model
Sayanything system
Scheherazade system
DOI - identifier 10.1007/978-981-4560-50-4_71
ISBN 9789814560498
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