We explain that the process of authoring emergent narrative to a large part consists of designing a planning domain for a virtual character planner and explain the difficulties this task poses to the nontechnical author. After reviewing existing authoring tools and evaluating them in terms of their applicability to FAtiMA, we introduce a novel concept of approaching the authoring task, in which the author is playing through example story lines that are used to gradually increase the knowledge and intelligence of a virtual character. This concept is extended by a mixed initiative feature, which allows the author to cooperate with the character planners while providing the example stories. Finally we concretize our idea and explain our intended implementation of it within the FearNot!
Story Canvas is a visual authoring tool for the creation of interactive, generative stories. Aimed at authors without a technical background in computational storytelling, our system takes an existing author goal-based narrative planning architecture and adds a highly visual authoring and reading interface to the technology, using the language of storyboards and comics as a framework for both authoring and interacting with the resulting narratives. In this paper we describe Story Canvas and its evolution from our previous authoring work, including how our interface choices have been driven by our previous experiences with non-technical authors, and describe the details of translating the visual authoring constructs into story plans within the story generator.
One of the major themes to emerge in interactive narrative research is authorability and authorial intent. With interactive narratives, the human author is not present at run-time. Thus authoring interactive narratives is often a process of anticipating user actions in different contexts and using computational mechanisms and data structures for responding to the participant. Generative approaches to interactive narrative, in which an automated narrative generation system assumes some of the authoring responsibility, further decouple the human designer from the participants experience. We describe a general mechanism, called author goals, which can be used by human authors to assert authorial intent over generative narrative systems.
Computer-based systems for interactive dramas allow the user to participate actively in the unfolding of a story in a virtual world. Various approaches have been explored for facilitating the human author in creating computer-based interactive dramas. Most of these approaches can be categorized as either story-centric or character-centric designs. In this work, we present a new framework that integrates both character-centric and story-centric designs to support authoring of interactive dramas. This framework encourages the author to think in different levels of abstraction and different perspectives when designing interactive dramas. In addition, it works as a colleague to the author by suggesting ideas and critiquing the author's ideas. We explore the use of this new framework for fostering the author's creativity in designing interactive dramas. Preliminary examples of using this new framework to author an interactive drama are presented, followed by discussion and future work.
Poulakos, Steven (Disney Research Zurich) | Kapadia, Mubbasir (Rutgers University) | Schüpfer, Andrea (ETH Zurich) | Zünd, Fabio (ETH Zurich) | Sumner, Robert W. (Disney Research Zurich and ETH Zurich) | Gross, Markus (Disney Research Zurich and ETH Zurich)
In order to use computational intelligence for automated narrative synthesis, domain knowledge of the story world must be defined, a task which is currently confined to experts. This paper discusses the benefits and tradeoffs between agent-centric and event-centric approaches towards authoring the domain knowledge of story worlds. In an effort to democratize story world creation, we present an accessible graphical platform for content creators and even end users to create their own story worlds, populate it with smart characters and objects, and define narrative events that can be used by existing tools for automated narrative synthesis. We demonstrate the potential of our system by authoring a simple bank robbery story world, and integrate it with existing solutions for event-centric planning to synthesize example digital stories.