Abstract

Interactive storytelling (IS) is an important research topic in the broader area of interactive digital entertainment. Research in IS focuses in the search for techniques that allow the creation of systems that can generate stories that change as a consequence of a player's actions. There have been numerous articles attempting to reach this goal by employing a planning algorithm as part of the solution, but they typically do not discuss in detail why a given planning algorithm was used. Given this reality, this article makes two main contributions. First, it proposes an initial set of criteria that can be used to evaluate how well a given planning algorithm fits IS systems. Second, on the basis of these criteria, it presents an analysis using available planning systems.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call