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Volumn , Issue , 2007, Pages 145-151

True story: Dynamically generated, contextually linked quests in persistent systems

Author keywords

contextually linked goals; dynamic quest generation; game AI; interactive narrative; MMORPG; multiplayer games; story generation

Indexed keywords

ADAPTIVE APPROACH; GAME AI; GAME MODELS; GENERATION SYSTEMS; INTERACTIVE NARRATIVE; MASSIVELY MULTIPLAYER; MMORPGS; MODULAR APPROACH; MULTIPLAYER GAMES; PERSONAL EXPERIENCE; ROLE-PLAYING GAME; SYSTEM ARCHITECTURES; USER EXPERIENCE;

EID: 77954569175     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1328202.1328228     Document Type: Conference Paper
Times cited : (11)

References (20)
  • 8
    • 33744822941 scopus 로고
    • Creating Characters in a Story-Telling Universe
    • Lebowitz, M. 1984. Creating Characters in a Story-Telling Universe. Poetics 13; 171-194
    • (1984) Poetics , vol.13 , pp. 171-194
    • Lebowitz, M.1
  • 10
    • 34547234404 scopus 로고    scopus 로고
    • Façade: An Experiment in Building a Fully-Realized Interactive Drama
    • Mateas, M. and A. Stern. 2003. Façade: An Experiment in Building a Fully-Realized Interactive Drama. Game Developers Conference.
    • (2003) Game Developers Conference
    • Mateas, M.1    Stern, A.2
  • 11
    • 0006418398 scopus 로고
    • Tale Spin
    • edited by R. Schank and CK Riesbeck. New Jersey: Lawrence Erlbaum Associates
    • Meehan, J. 1981. Tale Spin. In Inside Computer Understanding, edited by R. Schank and CK Riesbeck. New Jersey: Lawrence Erlbaum Associates.
    • (1981) Inside Computer Understanding
    • Meehan, J.1
  • 19
    • 0003611362 scopus 로고    scopus 로고
    • Ph.D. thesis, Tech report CMU-CS-97-109, Carnegie Mellon University
    • Weyhrauch, P. 1997. Guiding Interactive Drama. Ph.D. thesis, Tech report CMU-CS-97-109, Carnegie Mellon University.
    • (1997) Guiding Interactive Drama
    • Weyhrauch, P.1
  • 20
    • 9444261283 scopus 로고    scopus 로고
    • An Architecture for Integrating Plan-based Behavior Generation with Interactive Game Environments
    • Young, R. M., M. Riedl, M. Branly, A. Jhala, R. J. Martin and C. J. Saretto. 2004. An Architecture for Integrating Plan-based Behavior Generation with Interactive Game Environments. Journal of Game Development 1(1): 51-70.
    • (2004) Journal of Game Development , vol.1 , Issue.1 , pp. 51-70
    • Young, R.M.1    Riedl, M.2    Branly, M.3    Jhala, A.4    Martin, R.J.5    Saretto, C.J.6


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.