Adaptive storytelling based on personality and preference modeling

ES de Lima, B Feijó, AL Furtado - Entertainment Computing, 2020 - Elsevier
In almost all forms of storytelling, the background and the current state of mind of the
audience members predispose them to experience a given story from a uniquely personal …

Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems

S Snodgrass, O Mohaddesi, J Hart… - Proceedings of the 14th …, 2019 - dl.acm.org
Personalization has been explored in the context of games in many forms (eg, dynamic
difficulty adjustment, affective video games, adaptive systems, experience-driven PCG, etc.) …

RPGPref: a planning heuristic that uses playstyle preferences to model player action and choice

EW Lang, RM Young - Proceedings of the AAAI Conference on Artificial …, 2022 - ojs.aaai.org
Recent work extending planning algorithms that reason about action and change has been
successful at supporting game design, player modeling, and story generation. Incorporating …

Player Agency, Decision-Making, and Morality in Cinematic Choice-Based Adventure Games

MK Arrambide Figueroa - 2022 - uwspace.uwaterloo.ca
Cinematic choice-based adventure games (CCAGs) offer examples of complex decision-
making and player agency through plot construction and player choices. These games are a …

Towards intelligent interactive theatre: Drama management as a way of handling performance

N Velissaris, J Rivera-Villicana - International Conference on Interactive …, 2019 - Springer
In this paper, we present a new modality for intelligent interactive narratives within the
theatre domain. We discuss the possibilities of using an intelligent agent that serves as a …

A System for Orchestrating Multiple Procedurally Generated Content for Different Player Profiles

LT Pereira, BMF Viana… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
We propose a system able to orchestrate the procedural generation of three creative facets
(levels, narrative, and rules), using quality-diversity algorithms to promote diversity while …

Creating immersive, play-anywhere handheld augmented reality stories, through remote user testing

G Raeburn - 2023 - qmro.qmul.ac.uk
This thesis outlines new instances of Extended Reality (XR) stories as well as associated
user studies with them, to create more immersive story experiences delivered at a user's …

[PDF][PDF] Understanding players to enhance their fun: how to extract player data and motivation factors for procedural content

LT Pereira, KRH Rodrigues, CFM Toledo… - Anais Estendidos, 2024 - repositorio.usp.br
This paper uses results from recent literature on player data collection and Human-
Computer Interaction (HCI) fundamentals to classify the data collected by gaming systems to …

Exploring apprenticeship learning for player modelling in interactive narratives

J Rivera-Villicana, F Zambetta, J Harland… - Extended Abstracts of the …, 2019 - dl.acm.org
In this paper we present an early Apprenticeship Learning approach to mimic the behaviour
of different players in a short adaption of the interactive fiction Anchorhead. Our motivation is …

[PDF][PDF] Understanding players to enhance their fun: how to extract player data and motivation factors for procedural content generation

This paper uses results from recent literature on player data collection and Human-
Computer Interaction (HCI) fundamentals to classify the data collected by gaming systems to …