@article{robertson_jhala_young_2019, title={Efficient Choice Enumeration for Narrative World Design}, DOI={10.1145/3337722.3337736}, abstractNote={An open challenge for AI in digital games is narrative experience management, the problem of automatically directing virtual characters in an interactive story to produce specific narrative effects for human participants. One important aspect of interactive narrative quality is participant choice, which provides the central distinction between interactive and linear storytelling. Most experience management work identifies storytelling patterns an agent should value or guides participants through high-value story trajectories. However, the types and quality of choices available in an interactive story are influenced not only by a model of narrative and specific story character actions, but also the world design that affords situations and actions. In this paper, we present a method for generating all unique, accessible choice combinations for a story world as a first step towards experience-driven interactive narrative world design. We benchmark the approach against several baselines and discuss its use as a tool for human and automated world designers.}, journal={PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'19)}, author={Robertson, Justus and Jhala, Arnav and Young, R. Michael}, year={2019} } @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{magerko_bahamon_buro_damiano_mazeika_ontanon_robertson_ryan_siu_2018, title={The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment}, volume={39}, ISSN={["0738-4602"]}, DOI={10.1609/aimag.v39i2.2798}, abstractNote={The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017) was held at the Snowbird Ski and Summer Resort in Little Cottonwood Canyon in the Wasatch Range of the Rocky Mountains near Salt Lake City, Utah. Along with the main conference presentations, the meeting included two tutorials, three workshops, and invited keynote talks. This report summarizes the main conference. It also includes contributions from the organizers of the three workshops.}, number={2}, journal={AI MAGAZINE}, author={Magerko, Brian and Bahamon, Julio Cesar and Buro, Michael and Damiano, Rossana and Mazeika, Jo and Ontanon, Santiago and Robertson, Justus and Ryan, James and Siu, Kristin}, year={2018}, pages={75–78} }