2nd International Conference on INtelligent TEchnologies for interactive enterTAINment

Research Article

Generation of Dilemma-based Interactive Narratives with a Changeable Story Goal

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  • @INPROCEEDINGS{10.4108/ICST.INTETAIN2008.2477,
        author={Heather Barber and Daniel Kudenko},
        title={Generation of Dilemma-based Interactive Narratives with a Changeable Story Goal},
        proceedings={2nd International Conference on  INtelligent TEchnologies for interactive enterTAINment},
        publisher={ICST},
        proceedings_a={INTETAIN},
        year={2010},
        month={5},
        keywords={Interactive narrative; games; story},
        doi={10.4108/ICST.INTETAIN2008.2477}
    }
    
  • Heather Barber
    Daniel Kudenko
    Year: 2010
    Generation of Dilemma-based Interactive Narratives with a Changeable Story Goal
    INTETAIN
    ICST
    DOI: 10.4108/ICST.INTETAIN2008.2477
Heather Barber1,*, Daniel Kudenko2,*
  • 1: Department of Computer Science University of York Heslington, York, YO10 5DD +44 (0)1904 432733
  • 2: Department of Computer Science University of York Heslington, York, YO10 5DD +44 (0)1904 43 4776
*Contact email: hmbarber@cs.york.ac.uk, kudenko@cs.york.ac.uk

Abstract

This paper describes the Generator of Adaptive Dilemma-based Interactive Narratives (GADIN) system. This system automatically generates interactive narratives which are focused on dilemmas in order to create dramatic tension. The user interacts with the system by making decisions on relevant dilemmas and by freely choosing their own actions. In this paper we introduce the version of GADIN which is able to create a finite story. The narrative finishes – in a manner which is satisfying to the user – when a dynamically determined story goal is achieved. Satisfaction of this goal may involve the user acting in a way which changes the dispositions of other characters. If the user actions cause the goal to become impossible or unlikely then they cause the story goal to be re-selected, thus meaning that the user is able to fundamentally change the overall narrative while still experiencing a coherent narrative and clear ending. This method has been applied within the children’s story domain of a dinosaur adventure but is applicable in any domain which makes use of clichéd storylines. The story designer is required only to provide genre-specific storyworld knowledge and dilemmas.