@article{robertson_young_2019, title={Perceptual Experience Management}, volume={11}, ISSN={["2475-1510"]}, DOI={10.1109/TG.2018.2817162}, abstractNote={In automatically generated interactive narratives (INs) with strong story structure, there is often a tension between player choice and author constraints. This tension arises when the player contradicts a story the system is in the process of telling. When this happens there are two options available to an IN storyteller that preserve the author's intentions. First, called accommodation, finds a new story that matches the player's action while preserving author constraints. Second, called intervention, removes unwanted effects from the player's action. Neither of these alternatives are ideal. For accommodation, a new story is not always available. For intervention, the player could notice the inconsistent effects of their actions. In this paper, we present a new approach to mediate between player choice and authorial constraints, called perceptual experience management, which mitigates drawbacks of both accommodation and intervention by incorporating a model of player knowledge into the strong story experience management process. This model is used to widen the space of possible accommodations and constrain the space of possible interventions to better balance author control and player choice. These two strategies are implemented in the general mediation engine, an experience manager capable of procedurally generating and revising a game world.}, number={1}, journal={IEEE TRANSACTIONS ON GAMES}, author={Robertson, Justus and Young, R. Michael}, year={2019}, month={Mar}, pages={15–24} } @article{ware_young_2016, title={Intentionality and conflict in the best laid plans interactive narrative virtual environment}, volume={8}, number={4}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, author={Ware, S. G. and Young, R. M.}, year={2016}, pages={402–411} } @article{barnes_bown_buro_cook_eigenfeldt_munoz-avila_ontanon_pasquier_tomuro_young_et al._2015, title={Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)}, volume={36}, ISSN={["0738-4602"]}, DOI={10.1609/aimag.v36i1.2576}, abstractNote={The AIIDE‐14 Workshop program was held Friday and Saturday, October 3–4, 2014, at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Artificial Intelligence for Adversarial Real‐Time Games and Games and Natural Language Processing The titles of the workshops held Saturday were Diversity in Games Research, Experimental AI in Games, and Musical Metacreation. This article presents short summaries of those events.}, number={1}, journal={AI MAGAZINE}, author={Barnes, Tiffany and Bown, Oliver and Buro, Michael and Cook, Michael and Eigenfeldt, Arne and Munoz-Avila, Hector and Ontanon, Santiago and Pasquier, Philippe and Tomuro, Noriko and Young, R. Michael and et al.}, year={2015}, pages={99–102} } @article{cheong_young_2015, title={Suspenser: A story generation system for suspense}, volume={7}, number={1}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, author={Cheong, Y. G. and Young, R. M.}, year={2015}, pages={39–52} } @article{ware_young_harrison_roberts_2014, title={A Computational Model of Plan-Based Narrative Conflict at the Fabula Level}, volume={6}, ISSN={1943-068X 1943-0698}, url={http://dx.doi.org/10.1109/tciaig.2013.2277051}, DOI={10.1109/tciaig.2013.2277051}, abstractNote={Conflict is an essential element of interesting stories. In this paper, we operationalize a narratological definition of conflict and extend established narrative planning techniques to incorporate this definition. The conflict partial order causal link planning algorithm (CPOCL) allows narrative conflict to arise in a plan while maintaining causal soundness and character believability. We also define seven dimensions of conflict in terms of this algorithm's knowledge representation. The first three-participants, reason, and duration-are discrete values which answer the “who?” “why?” and “when?” questions, respectively. The last four-balance, directness, stakes, and resolution-are continuous values which describe important narrative properties that can be used to select conflicts based on the author's purpose. We also present the results of two empirical studies which validate our operationalizations of these narrative phenomena. Finally, we demonstrate the different kinds of stories which CPOCL can produce based on constraints on the seven dimensions.}, number={3}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={Ware, Stephen G. and Young, R. Michael and Harrison, Brent and Roberts, David L.}, year={2014}, month={Sep}, pages={271–288} } @article{bae_young_2014, title={A computational model of narrative generation for surprise arousal}, volume={6}, number={2}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, author={Bae, B. C. and Young, R. M.}, year={2014}, pages={131–143} } @article{niehaus_young_2014, title={Cognitive models of discourse comprehension for narrative generation}, volume={29}, number={4}, journal={Literary and Linguistic Computing}, author={Niehaus, J. and Young, R. M.}, year={2014}, pages={561–582} } @article{horswill_montfort_young_2014, title={Guest editorial: Computational narrative and games}, volume={6}, number={2}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, author={Horswill, I. D. and Montfort, N. and Young, R. M.}, year={2014}, pages={93–96} } @article{thomas_young_2010, title={Annie: Automated generation of adaptive learner guidance for fun serious games}, volume={3}, number={4}, journal={IEEE Transactions on Learning Technologies}, author={Thomas, J. M. and Young, R. M.}, year={2010}, pages={329–343} } @article{riedl_young_2010, title={Narrative planning: Balancing plot and character}, volume={39}, journal={Journal of Artificial Intelligence Research}, author={Riedl, M. O. and Young, R. M.}, year={2010}, pages={217–268} } @article{young_2010, title={The play's the thing}, volume={14}, number={1}, journal={IEEE Internet Computing}, author={Young, R. M.}, year={2010}, pages={16–18} } @inproceedings{thomas_young_2009, title={Using task-based modeling to generate scaffolding in narrative-guided exploratory learning environments}, volume={200}, booktitle={Artificial intelligence in education - building learnning systems that care: from knowledge representation to affective modelling }, author={Thomas, J. M. and Young, R. M.}, year={2009}, pages={107–114} } @article{young_2007, title={Story and discourse: A bipartite model of narrative generation in virtual worlds}, volume={8}, ISSN={1572-0373 1572-0381}, url={http://dx.doi.org/10.1075/is.8.2.02you}, DOI={10.1075/is.8.2.02you}, abstractNote={In this paper, we set out a basic approach to the modeling of narrative in interactive virtual worlds. This approach adopts a bipartite model taken from narrative theory, in which narrative is composed of story and discourse. In our approach, story elements — plot and character — are defined in terms of plans that drive the dynamics of a virtual environment. Discourse elements — the narrative’s communicative actions — are defined in terms of discourse plans whose communicative goals include conveying the story world plan’s structure. To ground the model in computational terms, we provide examples from research under way in the Liquid Narrative Group involving the design of the Mimesis system, an architecture for intelligent interactive narrative incorporating concepts from artificial intelligence, narrative theory, cognitive psychology and computational linguistics.}, number={2}, journal={Interaction Studies}, publisher={John Benjamins Publishing Company}, author={Young, R. Michael}, year={2007}, pages={177–208} } @article{riedl_young_2006, title={From linear story generation to branching story graphs}, volume={26}, ISSN={0272-1716}, url={http://dx.doi.org/10.1109/mcg.2006.56}, DOI={10.1109/MCG.2006.56}, abstractNote={Narrative intelligence refers to the ability - human or computer - to organize experience into narrative. Recently, researchers have applied narrative intelligence to create interactive narrative systems, virtual worlds in which a story unfolds and the user is considered a character in the story, able to interact with elements and other characters in the virtual world. The standard approach to incorporating storytelling into a computer system is to script a story at design time. However, this approach limits the computer system's ability to adapt to the user's preferences and abilities. The alternative approach is to generate stories dynamically or on a per-session basis (one story per time the system is engaged). Narrative generation is a process that involves the selection, ordering, and presentation through discourse of narrative content. A system that can generate stories can adapt narrative to the user's preferences and abilities, has expanded replay value, and can interact with users in ways that system designers didn't initially envision}, number={3}, journal={IEEE Computer Graphics and Applications}, publisher={Institute of Electrical and Electronics Engineers (IEEE)}, author={Riedl, M.O. and Young, R.M.}, year={2006}, month={May}, pages={23–31} } @article{riedl_young_2006, title={Story planning as exploratory creativity: Techniques for expanding the narrative search space}, volume={24}, ISSN={0288-3635 1882-7055}, url={http://dx.doi.org/10.1007/bf03037337}, DOI={10.1007/BF03037337}, number={3}, journal={New Generation Computing}, publisher={Springer Science and Business Media LLC}, author={Riedl, Mark O. and Young, R. Michael}, year={2006}, month={Sep}, pages={303–323} } @inbook{riedl_young_2005, title={An objective character believability evaluation procedure for multi-agent story generation systems}, volume={3661}, ISBN={3540287388}, booktitle={Intelligent Virtual Agents: 5th International Working Conference, IVA 2005, Kos, Greece, September 12-14, 2005: Proceedings}, publisher={New York: Springer}, author={Riedl, M. O. and Young, R. M.}, year={2005}, pages={278–291} } @inbook{harris_young_2005, title={Proactive mediation in plan-based narrative environments}, volume={3661}, ISBN={3540287388}, booktitle={Intelligent Virtual Agents: 5th International Working Conference, IVA 2005, Kos, Greece, September 12-14, 2005: Proceedings}, publisher={New York: Springer}, author={Harris, J. and Young, R. M.}, year={2005}, pages={292–304} } @inbook{riedl_young_2003, title={Character-focused narrative generation for execution in virtual worlds}, volume={2897}, ISBN={3540205357}, booktitle={Virtual storytelling: Using virtual reality techniques for storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003: proceedings}, publisher={Berlin; New York: Springer}, author={Riedl, M. O. and Young, R. M.}, editor={M. O. Riedl and Young, R. M.Editors}, year={2003}, pages={47–56} } @article{amant_young_2001, title={Interface agents in model world environments}, volume={22}, number={4}, journal={AI Magazine}, author={Amant, R. S. and Young, R. M.}, year={2001}, pages={95–107} } @inproceedings{young_2000, title={Creating interactive narrative structures: The potential for AI approaches}, number={2000 Mar.}, booktitle={The Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Stanford, CA, March 2000}, author={Young, R. M.}, year={2000} } @inproceedings{young_1999, title={Cognitive and computational models of suspense: Towards the automatic creation of suspense in interactive narratives}, number={1999 June}, booktitle={Presentation at Interactive Frictions: The conference produced at the Pressure Point Between Theory and Practice: An International Conference on Interactive Narrative}, author={Young, R. M.}, year={1999} } @inproceedings{young_1999, title={Cooperative plan identification: Constructing concise and effective plan descriptions}, booktitle={Proceedings: Sixteenth National Conference on Artificial Intelligence (AAAI-99): Eleventh Innovative Applications of Artificial Intelligence Conference (IAAI-99): [July 18-22, 1999, Orlando, Florida}, publisher={Menlo Park, Calif.: AAAI Press ; Cambridge, Mass.: Distributed by MIT Press}, author={Young, R. M.}, year={1999}, pages={597–604} } @inproceedings{young_1999, title={Notes on the use of plan structures in the creation of interactive plot}, number={1999}, booktitle={The Working Notes of the AAAI Fall Symposium on Narrative Intelligence, Cape Cod, MA, 1999}, author={Young, R. M.}, year={1999} } @article{young_1999, title={Using Grice's maxim of quantity to select the content of plan descriptions}, volume={115}, number={2}, journal={Artificial Intelligence (New York, N.Y. : 1970)}, author={Young, R. M.}, year={1999}, pages={215–256} } @inproceedings{young_1997, title={Less is more: Using Grice's maxim of quantity to generate instructional text}, booktitle={1997 IEEE International Conference on Systems, Man, and Cybernetics: Hyatt Orlando, Orlando, Florida, USA, October 12-15, 1997: Computational cybernetics and simulation}, publisher={New York, N.Y.; Piscataway, N.J.: IEEE}, author={Young, R. M.}, year={1997} }