R. Michael Young Robertson, J., & Young, R. M. (2019). Perceptual Experience Management. IEEE TRANSACTIONS ON GAMES, 11(1), 15–24. https://doi.org/10.1109/TG.2018.2817162 Ware, S. G., & Young, R. M. (2016). Intentionality and conflict in the best laid plans interactive narrative virtual environment. IEEE Transactions on Computational Intelligence and AI in Games, 8(4), 402–411. Barnes, T., Bown, O., Buro, M., Cook, M., Eigenfeldt, A., Munoz-Avila, H., … Zook, A. (2015). Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). AI MAGAZINE, 36(1), 99–102. https://doi.org/10.1609/aimag.v36i1.2576 Cheong, Y. G., & Young, R. M. (2015). Suspenser: A story generation system for suspense. IEEE Transactions on Computational Intelligence and AI in Games, 7(1), 39–52. Ware, S. G., Young, R. M., Harrison, B., & Roberts, D. L. (2014). A Computational Model of Plan-Based Narrative Conflict at the Fabula Level. IEEE Transactions on Computational Intelligence and AI in Games, 6(3), 271–288. https://doi.org/10.1109/tciaig.2013.2277051 Bae, B. C., & Young, R. M. (2014). A computational model of narrative generation for surprise arousal. IEEE Transactions on Computational Intelligence and AI in Games, 6(2), 131–143. Niehaus, J., & Young, R. M. (2014). Cognitive models of discourse comprehension for narrative generation. Literary and Linguistic Computing, 29(4), 561–582. Horswill, I. D., Montfort, N., & Young, R. M. (2014). Guest editorial: Computational narrative and games. IEEE Transactions on Computational Intelligence and AI in Games, 6(2), 93–96. Thomas, J. M., & Young, R. M. (2010). Annie: Automated generation of adaptive learner guidance for fun serious games. IEEE Transactions on Learning Technologies, 3(4), 329–343. Riedl, M. O., & Young, R. M. (2010). Narrative planning: Balancing plot and character. Journal of Artificial Intelligence Research, 39, 217–268. Young, R. M. (2010). The play's the thing. IEEE Internet Computing, 14(1), 16–18. Thomas, J. M., & Young, R. M. (2009). Using task-based modeling to generate scaffolding in narrative-guided exploratory learning environments. Artificial intelligence in education - building learnning systems that care: from knowledge representation to affective modelling , 200, 107–114. Young, R. M. (2007). Story and discourse: A bipartite model of narrative generation in virtual worlds. Interaction Studies, 8(2), 177–208. https://doi.org/10.1075/is.8.2.02you Riedl, M. O., & Young, R. M. (2006). From linear story generation to branching story graphs. IEEE Computer Graphics and Applications, 26(3), 23–31. https://doi.org/10.1109/MCG.2006.56 Riedl, M. O., & Young, R. M. (2006). Story planning as exploratory creativity: Techniques for expanding the narrative search space. New Generation Computing, 24(3), 303–323. https://doi.org/10.1007/BF03037337 Riedl, M. O., & Young, R. M. (2005). An objective character believability evaluation procedure for multi-agent story generation systems. In Intelligent Virtual Agents: 5th International Working Conference, IVA 2005, Kos, Greece, September 12-14, 2005: Proceedings (Vol. 3661, pp. 278–291). New York: Springer. Harris, J., & Young, R. M. (2005). Proactive mediation in plan-based narrative environments. In Intelligent Virtual Agents: 5th International Working Conference, IVA 2005, Kos, Greece, September 12-14, 2005: Proceedings (Vol. 3661, pp. 292–304). New York: Springer. Riedl, M. O., & Young, R. M. (2003). Character-focused narrative generation for execution in virtual worlds. In M. O. Riedl & R. M. Young (Eds.), Virtual storytelling: Using virtual reality techniques for storytelling: Second International Conference, ICVS 2003, Toulouse, France, November 20-21, 2003: proceedings (Vol. 2897, pp. 47–56). Berlin; New York: Springer. Amant, R. S., & Young, R. M. (2001). Interface agents in model world environments. AI Magazine, 22(4), 95–107. Young, R. M. (2000). Creating interactive narrative structures: The potential for AI approaches. The Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Stanford, CA, March 2000, (2000 Mar.). Young, R. M. (1999). Cognitive and computational models of suspense: Towards the automatic creation of suspense in interactive narratives. Presentation at Interactive Frictions: The conference produced at the Pressure Point Between Theory and Practice: An International Conference on Interactive Narrative, (1999 June). Young, R. M. (1999). Cooperative plan identification: Constructing concise and effective plan descriptions. Proceedings: Sixteenth National Conference on Artificial Intelligence (AAAI-99): Eleventh Innovative Applications of Artificial Intelligence Conference (IAAI-99): [July 18-22, 1999, Orlando, Florida, 597–604. Menlo Park, Calif.: AAAI Press ; Cambridge, Mass.: Distributed by MIT Press. Young, R. M. (1999). Notes on the use of plan structures in the creation of interactive plot. The Working Notes of the AAAI Fall Symposium on Narrative Intelligence, Cape Cod, MA, 1999, (1999). Young, R. M. (1999). Using Grice's maxim of quantity to select the content of plan descriptions. Artificial Intelligence (New York, N.Y. : 1970), 115(2), 215–256. Young, R. M. (1997). Less is more: Using Grice's maxim of quantity to generate instructional text. 1997 IEEE International Conference on Systems, Man, and Cybernetics: Hyatt Orlando, Orlando, Florida, USA, October 12-15, 1997: Computational cybernetics and simulation. New York, N.Y.; Piscataway, N.J.: IEEE.