Abstract

Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.

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