The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Exploring the Union Between Procedural Narrative and Procedural Content Generation
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“Procedural narrative generation is a widely accepted approach to this problem (Balint and Bidarra 2023; Sandhu and McCoy 2023).”
From PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games (2024) · cites this paper as Sandhu and McCoy 2023
Citations
Cites
FAtiMA Modular: Towards an Agent Architecture with a Generic Appraisal Framework
Dias, J., Mascarenhas, S., & Paiva, A. (2014) · Lecture Notes in Computer Science · doi:10.1007/978-3-319-12973-0_3 · Cited by 210
Research works printed but not linked: 20
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- Smith Nicholls, F., Cook, M.: ‘That darned sandstorm’: a study of procedural generation through archaeological storytelling. Proceedings. 18th International Conference Found. Digit. Games, pp. 1–8 (2023). https://doi.org/10.1145/3582437.3587207 · DOI
- Kreminski, M., Dickinson, M., Mateas, M.: Winnow: a domain-specific language for incremental story sifting. Proceedings AAAI Conference Artif. Intell. Interact. Digit. Entertain. 17(1), 1 (2021). https://doi.org/10.1609/aiide.v17i1.18903 · DOI
- Kreminski, M., Dickinson, M., Wardrip-Fruin, N.: Felt: a simple story sifter. In: Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings, Springer-Verlag, Berlin, Heidelberg, pp. 267–281 (2019). https://doi.org/10.1007/978-3-030-33894-7_27 · DOI
- Totten, C.W.: An Architectural Approach to Level Design (2014). https://api.semanticscholar.org/CorpusID:62473540 · DOI
- Clara, F.-V.: Game spaces speak volumes: indexical storytelling. In: DiGRA - proceedings of the 2011 DiGRA international conference: Think design play, DiGRA/Utrecht School of the Arts (2011). http://www.digra.org/wp-content/uploads/digital-library/Game-Spaces-Speak-Volumes.pdf
- Kybartas, B., Bidarra, R.: A survey on story generation techniques for authoring computational narratives. IEEE Trans. Comput. Intell. AI Games 9(3), 239–253 (2017). https://doi.org/10.1109/TCIAIG.2016.2546063 · DOI
- Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer (2016). https://doi.org/10.1007/978-3-319-42716-4 · DOI · Paper page
- Karth, I., Smith, A.M.: WaveFunctionCollapse is constraint solving in the wild. Proceedings 12th International Conference Found. Digit. Games, pp. 1–10 (2017). https://doi.org/10.1145/3102071.3110566 · DOI
- Sandhu, A., Mitchell, K., McCoy, J.: TileTerror: a system for procedurally generating 2D horror Maps. In: AIIDE Workshops (2021)
- Charity, M., Togelius, J.: Aesthetic bot: interactively evolving game maps on twitter. Proc. AAAI Conf. Artif. Intell. Interact. Digit. Entertain. 18(1), 1 (2022). https://doi.org/10.1609/aiide.v18i1.21943 · DOI
- Ware, S.G., Siler, C.: Sabre: a narrative planner supporting intention and deep theory of mind. Proc. AAAI Conf. Artif. Intell. Interact. Digit. Entertain., 17(1), 1 (2021). https://doi.org/10.1609/aiide.v17i1.18896 · DOI
- Ware, S.G., Young, R.M.: Glaive: a state-space narrative planner supporting intentionality and conflict. In: Proceedings of the 10th AAAI International Conference on Artificial Intelligence and Interactive Digital Entertainment, pp. 80–86 (2014) · DOI
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- Gomes, P., Paiva, A., Martinho, C., Jhala, A.: Metrics for character believability in interactive narrative. In: Interactive Storytelling, Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds.), Springer International Publishing, Cham, pp. 223–228 (2013). https://doi.org/10.1007/978-3-319-02756-2_27 · DOI
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Cited by
Sorted by citations
PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games
Buongiorno, S., Klinkert, L., Zhuang, Z., Chawla, T., & Clark, C. (2024) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v20i1.31876 · Cited by 37
Metadata
- Authors
- Sandhu, A., & McCoy, J.
- Affiliations
- University of California, Davis (US)
- Corresponding author
- Sandhu, Arunpreet
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer Nature Switzerland
- Published
- 2023
- Pages
- 255-262
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W4388017007
- Cited by
- 1
- References
- 1
- Citations by year
- 2025: 1
- FWCI
- 0.18
- Type
- conference paper
- Language
- en
- Open access
- closed
- Licence
- Locations
- Lecture notes in computer science (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
- Keywords
- procedural narrative, procedural content generation, level generation, narrative generation, evaluation dimensions, believable characters
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- Sandhu, A., & McCoy, J. (2023). Exploring the Union Between Procedural Narrative and Procedural Content Generation. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-031-47658-7_24