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Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

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8. Hybrid Narrative Generation with Deferred Planning


8.   Hybrid Narrative Generation with Deferred Planning

Sercan Altun

Bahcesehir University Game Design Department Istanbul, Turkey

Abstract—Narrative generation systems tackle the problem of creating a meaningful sequence of events to provide computer generated storytelling. Narrative planners generate cohesive story plans that comply to the author’s specifications ahead of time and let story agents enact this plan. In contrast, emergent narrative systems do not use story plans. Instead, these systems utilize intelligent actor behaviors generating series of events through simulation, which can be perceived as a narrative. This paper presents Deferred Planning as a hybrid approach which bridges the gap between narrative planning and emergent narratives. Deferred Planning starts with a partially bound plan where some elements of the story are not determined ahead of time. As agents interact in the story world these elements are determined at runtime and the partial story plan is modified based on new happenings in the story world.

Index Terms—deferred planning; narrative generation; narrative planning; emergent narrative; interactive drama; procedural content generation

I. Introduction

In the current state of research, narrative generation systems tend to follow one of two major approaches in their design. On one side, narrative planners favor creating story plans ahead of time to create cohesive experiences. These story plans can be verified for their quality prior to their usage. By contrast, emergent narratives are defined as bottom-up systems that build narratives with events created in...

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