Abstract

Dunyazad is a system which creates narrative choices à la Choose-Your-Own-Adventure books. It attempts to generate choices that achieve specific poetic effects. This paper demonstrates Dunyazad’s ability to manage player expectations by having it generate three distinct choice structures: obvious choices, relaxed choices, and dilemmas. Using answer set programming, Dunyazad’s choice generation system directly encodes a theory of choice poetics, so flaws in its output can inform both the system and the theory itself. Survey data presented here thus not only validate that players’ perceptions match Dunyazad’s intentions, but also have implications for the theory of choice poetics. Statistical analysis of our data indicates that Dunyazad can successfully construct obvious choices, relaxed choices, and dilemmas.

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