Michael Young 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. https://doi.org/10.1109/tciaig.2015.2489159 Cavazza, M., & Young, R. M. (2016). Introduction to Interactive Storytelling. In R. Nakatsu, M. Rauterberg, & P. Ciancarini (Eds.), Handbook of Digital Games and Entertainment Technologies (pp. 1–16). https://doi.org/10.1007/978-981-4560-52-8_55-1 Cardona-Rivera, R. E., Price, T. W., Winer, D. R., & Young, R. M. (2016). Question Answering in the Context of Stories Generated by Computers. Advances in Cognitive Systems, 4, 227–245. Cavazza, M., & Michael, Y. R. (2016). Section editors for Interactive Narrative: A Systems Approach. In R. Nakatsu, P. Ciancarini, & M. Rauterberg (Eds.), Handbook of Digital Games and Entertainment Technologies. Singapore: Springer Verlag. 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. https://doi.org/10.1109/tciaig.2014.2323894 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. https://doi.org/10.1109/tciaig.2013.2290330 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 Niehaus, J., & Young, R. M. (2014). Cognitive models of discourse comprehension for narrative generation. Literary and Linguistic Computing, 29(4), 561–582. https://doi.org/10.1093/llc/fqu056 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. https://doi.org/10.1109/tciaig.2014.2325879 Young, R. M., Ware, S., Cassell, B., & Robertson, J. (2014). Plans and Planning in Narrative Generation: A Review of Plan-Based Approaches to the Generation of Story, Discourse and Interactivity in Narratives. Sprache Und Datenverarbeitung, 17(1-2), 41–64. Riedl, M., & Young, R. M. (2014). The Importance of Narrative as an Affective Instructional Strategy. In R. Sottilare, A. Graesser, X. Hu, & B. Goldberg (Eds.), Design Recommendations for Intelligent Tutoring Systems (Vol. 2, pp. 57–70). Springer Verlag. Jhala, A., & Young, R. M. (2011). Intelligent Machinima Generation for Visual Storytelling. In Artificial Intelligence for Computer Games (pp. 151–170). https://doi.org/10.1007/978-1-4419-8188-2_7 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. https://doi.org/10.1109/tlt.2010.32 Jhala, A., & Young, R. M. (2010). Cinematic Visual Discourse: Representation, Generation, and Evaluation. IEEE Transactions on Computational Intelligence and AI in Games, 2(2), 69–81. https://doi.org/10.1109/tciaig.2010.2046486 Riedl, M. O., & Young, R. M. (2010). Narrative Planning: Balancing Plot and Character. Journal of Artificial Intelligence Research, 39, 217–268. https://doi.org/10.1613/jair.2989 Harris, J., & Young, R. M. (2009). Proactive Mediation in Plan-Based Narrative Environments. IEEE Transactions on Computational Intelligence and AI in Games, 1(3), 233–244. https://doi.org/10.1109/tciaig.2009.2035610 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 Young, R. M. (2006). Cognitive and Computational Models in Interactive Narratives. In C. Forsythe, M. L. Bernard, & T. E. Goldsmith (Eds.), Cognitive Systems: Human Cognitive Models in Systems Design (pp. 213–235). Mahwah, New Jersey: Lawrence Erlbaum. 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 Michael Young, R. (2005). Internet-Based Games. In M. P. Singh (Ed.), The Practical Handbook of Internet Computing. https://doi.org/10.1201/9780203507223.ch11 Young, R. M., Riedl, M., Branly, M., Jhala, A., Martin, R. J., & Saretto, C. J. (2004). An architecture for integrating plan-based behavior generation with interactive game environments. The Journal of Game Development, 1(1), 51–70. Young, R. M. (2002). The Cooperative Contract in Interactive Entertainment. In K. Dautenhahm, A. Bond, L. Canamero, & B. Edmonds (Eds.), Socially Intelligent Agents, Multiagent Systems, Artificial Societies, and Simulated Organizations (Vol. 3, pp. 229–234). https://doi.org/10.1007/0-306-47373-9_28 Young, R. M. (1999). Using Grice's maxim of Quantity to select the content of plan descriptions. Artificial Intelligence, 115(2), 215–256. https://doi.org/10.1016/s0004-3702(99)00082-x Button, B., Young, M. R., & Ahart, D. M. (1986). A framework for troubleshooting asynchronous data communications links. Hewlett-Packard Journal, 31(11), 41–47.