In this paper, we consider the role of narrative management in a character-based emergent narrative framework. The paper defines the problem and considers related work. It evaluates the role of the Game Master in non computer-based role-playing games and presents two initial implementations of a story facilitator within a character-based system using the FAtiMA agent architecture.Finally it considers what further work is required.
Abstract. In this paper we consider the issues involved in influencing a user in an interactive storytelling context using results from the social psychology's area of persuasion. We hypothesize that it is possible to use these results in order to influence the user in predictable ways. Several important concepts of persuasion, such as how people make decisions, and how can we influence that process are discussed. We describe a proposal on how to apply these results in an interactive storytelling setting and describe a small study were we have successfully influenced the players of a story in following a specific path by using an expert source manipulation.
For the past few years many new applications are being developed featuring interactive environments populated with autonomous virtual agents capable of acting according to their goals, beliefs and even social relations. Such agents must be able to interact with each other, and more importantly with the user, thus involving the users in an engaging narrative experience. To achieve these, in this paper we describe the essential event structure in an autobiographic memory, event reconstructions in memory retrieval process and the influences of such past events in interpersonal relations.
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