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Titlebook: Interactive Storytelling; 10th International C Nuno Nunes,Ian Oakley,Valentina Nisi Conference proceedings 2017 Springer International Publ

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Level of Detail Event Generationo optimize the level of detail of upcoming events in a simulation. Our method implements a cognitive model, which uses an estimate of the player’s knowledge to estimate their interest in different aspects of the world. Our method predicts the salience of upcoming events, and uses this salience value
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Grimes’ Fairy Tales: A 1960s Story Generatorsystem, it was the first to take a grammar-based approach and the first to operationalize Propp’s famous model. This is the opening paper in a series that will aim to reformulate the prevailing history of story generation in light of new findings we have made pertaining to several forgotten early pr
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The Narrative Logic of Rube Goldberg Machines now become a byword for overly complicated machinery or bureaucracy of any kind. The specific structure of Goldberg’s original cartoons, however, is quite interesting. Beyond simply being complex, his machines are based on a particular repertoire of objects used in stereotypical, coincidental, and
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Wordless Games: Gameplay as Narrative Technique with a strong narrative focus, ., . and ., we explore how gameplay within wordless games can help to convey a narrative. We have identified four techniques by which gameplay is used for storytelling: gameplay as enacting narrative, manipulating player controls for narrative effect, gameplay for exp
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A Framework for Multi-participant Narratives Based on Multiplayer Game Interactionsle, and therefore no description of what types of multi-participant narrative could exist. In this paper, we attempt to build such a framework by first considering the core characteristics of interactions in multiplayer games, and then considering how those might be used to define different types of
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