Abstract

This demonstration presents PaSSAGE (Player-Specific Stories via Automatically Generated Events), an Artificial Intelligence system that uses player modelling to dynamically select the content of an interactive story. Through player modelling, PaSSAGE provides game designers with the opportunity to delay some of their design decisions to run-time, allowing further refinement based on an automatically learned model of its current player's preferences. The hands-on component of this demonstration allows players to interact with a PaSSAGE-created story while simultaneously observing its inner workings on a secondary screen.

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