Multiagent Narrative Experience Management as Story Graph Pruning
Open accessAbstract
In interactive narratives, experience management is used to control the world and the nonplayer characters (NPCs) a player interacts with, encouraging particular types of stories or discouraging others. The space of all stories in a narrative can be understood as a story graph, with story states as nodes and actions in the story as directed edges. In this article, we present experience management as a graph pruning problem. Starting with the full story graph, edges representing NPC actions may be pruned until there is at most one action per NPC per state. With the full graph available, the choice of what to prune may consider all possible futures, and we can ensure that undesirable stories are not reachable. By never pruning player actions, we ensure the player may make any choice and still be accommodated in the story. When this method was used to manage the story of an adventure game, players found our technique generally produced higher agency and more-believable NPC behaviors than a control. Finally, we discuss scaling the results of this method for practical use.
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Claims the paper makes
2 of 9 cited sources checked · 1 supported · 0 flagged · accuracy not yet measured
- Premisecitation
Intentionality-agents adopting and pursuing goals-is an important property of believable character behavior.
“Several studies have established that intentionality, the tendency of agents to adopt and work toward goals, is an important property of believable character behavior (Riedl and Young 2010;Ware et al. 2014).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Riedl and Young 2010 source
- cites Ware et al. 2014
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingreasoning
The resulting mostly random story graph has at least one way to achieve both endings.
“The result is a mostly random story graph in which there is at least one way to achieve both endings.”
Quote in the paperSubstantial claim - Findingown data
After intentionality pruning, the story graph contained 388,318,086 nodes and 1,028,110,791 edges.
“After this pruning 1 , the story graph contains 388,318,086 nodes and 1,028,110,791 edges.”
Quote in the paperNot a substantial claim - Findingown data
In an adventure game, the pruning technique yielded more believable NPC behavior than a control condition.
“When used to control the story of an adventure game, players found our technique generally produced higher agency and more believable NPC behavior than a control.”
Quote in the paperSubstantial claim - Findingown data
In an adventure game, the pruning technique yielded greater player agency than a control condition.
“When used to control the story of an adventure game, players found our technique generally produced higher agency and more believable NPC behavior than a control.”
Quote in the paperSubstantial claim
- Findingown data
Story graphs can become very large very quickly, even for small domains.
“First, story graphs, even for small domains, can get very big very fast.”
Quote in the paperSubstantial claim - Findingown data
In initial testing of the random story graph, NPCs killed the player so often that reaching the ending where the player returns home with medicine was nearly impossible.
“When we initially tested this story graph, we discovered that NPCs killed the player so frequently that it was almost impossible to achieve the ending where the player returns home with the medicine.”
Quote in the paperSubstantial claim - Findingown data
For that statement, players still preferred the intelligent version almost 2 to 1.
“However, players still prefer the intelligent version almost 2 to 1 for this statement”
Quote in the paperNot a substantial claim - Findingreasoning
In storytelling domains like this one, random actions are a surprisingly strong baseline.
“The second lesson is that, in storytelling domains like this one, random actions are a surprisingly strong baseline.”
Quote in the paperSubstantial claim - Findingown data
In the simple domain, limiting NPC plans to 3 steps and accounting for only 9 beliefs yields over 300 million state nodes and 1 billion edges, not counting states that characters believe possible but are actually impossible.
“Even in our simple domain, when limiting NPC plans to 3 steps and accounting for only 9 beliefs, the graph contains over 300 million state nodes and 1 billion edges, and that number does not count the states which characters believe to be possible but are actually impossible.”
Quote in the paperSubstantial claim - Findingown data
The pruning technique led to better NPC behavior than a control condition.
“We also present a study demonstrating that this pruning leads to better NPC behaviors than a control.”
Quote in the paperSubstantial claim - Findingown data
A binomial exact test confirmed the preference for the intelligent story graph for three of the four questions at the p < 0.05 level.
“A binomial exact test confirmed this hypothesis for three of the four questions at the p < 0.05 level.”
Quote in the paperSubstantial claim - Premisecitation
An experience manager that anticipates the player can avoid intervention by guaranteeing that every player action remains possible.
“By anticipating the player, the system can avoid intervention by ensuring that every player action can always be accommodated.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Harris and Young 2009 source
- Interpretationreasoning
The system prioritizes acting on one's goals over keeping endings available.
“We prioritize acting on one's goals over keeping endings available.”
Quote in the paperSubstantial claim - Interpretationreasoning
The generated initial graph is equivalent to the graph that would result from pruning the full story graph for intentionality, provided no NPC adopts a plan longer than three actions.
“The result is a story graph equivalent to the graph that would result from pruning the full story graph based on intentionality, assuming no NPC adopts a plan longer than 3 actions.”
Quote in the paperSubstantial claim- The authors state this as an assumption: No NPC adopts a plan longer than three actions.
- Interpretationreasoning
Dead ends mean there is a sequence of player choices that could leave the narrative unable to finish.
“Dead ends imply that there exists a path of player decisions that could put the narrative in an unfinishable state.”
Quote in the paperSubstantial claim - Interpretationreasoning
Stories are non-Markovian; different action sequences leading to the same state often require different conclusions.
“Stories are non-Markovian; different action sequences leading to the same state often require different conclusions.”
Quote in the paperSubstantial claim - Premisecitation
The human tendency to make narrative sense out of any sequence of events is a phenomenon that must be controlled for.
“The main phenomenon we want to control for is the human tendency to make narrative sense out of any sequence of events (Bruner 1991).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bruner 1991 source
- Premisecitation
That tendency, together with genre expectations about adventure games, leads people to attribute intelligence to characters even when the characters act randomly.
“This, combined with genre expectations about adventure games, causes people to attribute intelligence to characters even when they are acting randomly.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bruner 1991 source
- Interpretationnone given
A small story domain can still have an infinite or computationally intractable full story graph depending on how character beliefs are modeled.
“Even our small story domain can have an infinite or intractably large full story graph, depending on how one models character beliefs.”
Quote in the paperSubstantial claim - Interpretationreasoning
Because such a path can be arbitrarily long, an experience manager may need to look more than one or two states ahead to guarantee it never intervenes.
“In general, there is no upper bound on the length of such a path, so if an experience manager wants to guarantee that it will never intervene, it may not be enough to look, for example, only one state or only two states ahead.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 14
- May combine two claims. 24
Classified as probably not a substantial claim. May combine two claims.
PremisecitationIntervention undermines the player's model of the environment's rules and reduces agency.
“Intervention subverts the player's mental model of the environment's rules and decreases agency, the player's feeling that they can take meaningful action to affect the story (Wardrip-Fruin et al. 2009).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Wardrip-Fruin et al. 2009 source
The Discussion says that incorrectly signaled expectations of a game's computational model can be detrimental to agency, and Agency and Interfaces describes increased realism making players less able to act in terms the software supports. The paper does not establish that intervention generally subverts a player's understanding of the rules or decreases agency; its Agency and Improvisation section describes designed interruptions that keep play moving. (LLM, conf=0.83)
Experimental — accuracy not yet measured
May combine two claims.
Findingown dataAfter cycle pruning, the story graph contains 23,159,543 nodes (a 23% reduction) and 56,783,502 edges (a 25% reduction).
“After cycle pruning, the graph has 23,159,543 nodes (down 23%) and 56,783,502 edges (down 25%).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe random story graph has 21,115,022 nodes and 60,492,852 edges, which is roughly comparable in size to the pruned graph.
“It has 21,115,022 nodes and 60,492,852 edges, roughly comparable in size to our pruned graph.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAfter dead end pruning, the story graph contains 20,365,187 nodes (a 5% reduction) and 49,669,351 edges (a 2% reduction).
“After dead end pruning, the graph has 20,365,187 nodes (down 5%) and 49,669,351 edges (down 2%).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe pruning techniques produce a high-agency experience with believable NPC behavior, as supported by playtest results.
“We also claim these pruning techniques result in a high agency experience with believable NPC behavior, and we present the results from a playtest of our game in support.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe final graph has no dead ends, which proves that the story is always finishable because every non-terminal state can reach a terminal state.
“That the story is always finishable is proved by the absence of dead ends in the final graph (i.e. from every non-terminal state these exists a path to a terminal state).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataAfter shorter plan pruning, the graph contained 93,608,267 nodes and 248,440,557 edges, each reduced by 76%.
“After this pruning, the graph has 93,608,267 nodes (down 76%) and 248,440,557 edges (down 76%).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataBoth groups of 10 participants tended to agree with all four statements, even those who played the random story graph, though the sample was too small for a between-subjects analysis.
“Two groups of 10 participants was not a large enough sample for a between subjects analysis, but both groups tended to agree with all four statements, even those who played the random story graph.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataAfter goal priority pruning, the story graph contains 30,149,245 nodes (a 42% reduction) and 76,006,520 edges (a 45% reduction).
“After goal priority pruning, the graph has 30,149,245 nodes (down 42%) and 76,006,520 edges (down 45%).”
Quote in the paperSubstantial claimMay combine two claims.
FindingreasoningThe goal priority prune does not prevent all cycles, so cycles of 3 or more edges are detected and broken.
“The above prune does not prevent all cycles, so we detect cycles of 3 or more edges and break them.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Findingown dataThe pruning criteria described in the paper worked well in this domain.
“We found the criteria described below to work well in this domain, and we attempt to justify them by explaining our motivations and presenting illustrative anecdotes, but we do not claim they are best for all domains.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataAfter unique ending pruning, the story graph contains 52,262,059 nodes (a 10% reduction) and 138,072,434 edges (a 7% reduction).
“After unique ending pruning, the graph has 52,262,059 nodes (down 10%) and 138,072,434 edges (down 7%).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAfter arbitrary pruning, the story graph contains 20,365,197 nodes (a 12% reduction) and 49,669,363 edges (a 13% reduction).
“After this final pruning, the graph has 20,365,197 nodes (down 12%) and 49,669,363 edges (down 13%).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataAfter lazy NPC pruning, the graph contained 58,191,971 nodes and 148,928,950 edges, reduced by 38% and 40% respectively.
“After this pruning, the graph has 58,191,971 nodes (down 38%) and 148,928,950 edges (down 40%).”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductcitationThe p-values in Table 1 were adjusted using Benjamini and Hochberg's (1995) correction for multiple hypothesis testing.
“The p-values in Table 1 are given after applying Benjamini and Hochberg's (1995) correction for multiple hypothesis testing.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Benjamini and Hochberg's (1995) source
Classified as probably not a substantial claim. May combine two claims.
Interpretationown dataPruning a complete story graph will be intractable for most domains, but this work was instructive because it allowed consideration of the long-term consequences of every experience manager decision.
“Pruning a complete story graph will be intractable for most domains, but this work was instructive because it allowed us to consider the long-term consequences of every experience manager decision.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe described situations, such as abandoned plans and cycles, are symptoms of assuming the story graph is Markovian.
“Situations like this are a symptom of assuming the story graph is Markovian.”
- Also stated in: § Goal Priority Pruning · plain
“Cycles like this are also a symptom of the Markov assumption.”
Quote in the paperSubstantial claim- Also stated in: § Goal Priority Pruning · plain
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThe insights from this work can probably be applied as heuristics to larger graphs that must be generated on demand.
“We believe these insights can be applied, probably as heuristics, to larger graphs which must be generated on demand.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductnone givenParticipants were randomly assigned to two groups, one playing the random version first and the other playing the intelligent version first.
“Participants were randomly divided into two groups, with one playing the random version first and the other playing the intelligent version first.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Study design and conductreasoningIt is important to prune longer plans before applying unique ending pruning.
“It is important to prune longer plans before unique ending pruning.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningThe method ensures believable NPC actions, a reachable ending, and that the experience manager never has to block a player action.
“We ensure NPCs act believably and that the story can always reach an ending while also ensuring the experience manager never needs to prevent the player from taking an action.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based). May combine two claims.
InterpretationreasoningIt is possible and perhaps even desirable for the player to limit endings through their actions.
“it is possible and perhaps even desirable for the player to limit endings with their actions.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductreasoningOnly NPC edges are ever removed, never player edges, which avoids the need to intervene by ensuring the narrative never reaches a state where intervention might be necessary.
“Note that we only ever remove NPC edges, never player edges; in other words, we avoid the need to intervene by ensuring the narrative never reaches a state where intervention might be necessary.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductreasoningThe unique ending pruning is a tie-breaking prune, so it will never remove the last edge for an NPC.
“This is a tie-breaking prune, meaning it will never prune the last edge for an NPC.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
InterpretationreasoningHaving the complete story graph available when making pruning decisions lets the experience manager anticipate both immediate and long-term effects of those decisions on the set of possible stories.
“Considering the entire graph allows us to foresee the long-term consequences of every pruning decision on the space of possible stories.”
- Also stated in: § Introduction · plain
“By having the entire graph in memory when making a pruning decision, we can fully anticipate all the short-and long-term consequences of a decision on the space of possible stories.”
Quote in the paperSubstantial claim- Also stated in: § Introduction · plain
Classified as probably not a substantial claim.
PremisecitationThe Markov assumption limits story graph systems because different histories reaching the same state can imply different future actions.
“The Markov assumption is a limitation for story graph systems, because different actions leading to the same state can suggest very different future actions (Farrell and Ware 2016).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Farrell and Ware 2016 source
May combine two claims.
InterpretationreasoningThe tutorial ensures that participants have explored the world before playing, which allows them to focus on the narrative.
“The tutorial ensures that participants have explored the world before playing the game, allowing them to focus on the narrative.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningBecause the method never removes player action edges, the experience manager can always permit whatever action the player chooses.
“By never pruning player actions, we ensure the experience manager can accommodate any choice.”
- Also stated in: § Mediation-Based Systems · plain
“By considering the entire story graph, we ensure that we never prune player action edges-i.e.we always accommodate and never intervene.”
- Also stated in: § Experience Management · plain
“It is our goal never to prune an edge that requires only the consent of the player, meaning the experience manager will always be able to accommodate any player action.”
Quote in the paperSubstantial claim- Also stated in: § Mediation-Based Systems · plain
May combine two claims.
InterpretationcitationThe human tendency to narrativize events may be so strong that most people cannot see actions as random, only as easier or harder to explain, which makes a randomly generated story graph a stronger baseline than it might seem.
“Perhaps the human tendency to narrativize events (Bruner 1991) is so strong that most people cannot see actions as random, only as easier or harder to explain, and thus a randomly generated story graph is a stronger baseline than it might seem.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bruner 1991 source
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenWhen a player limits what endings are available, it can be a notable moment of agency.
“When a player limits what endings are available, it can be a notable moment of agency.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningUnique ending pruning targets NPC actions because the experience manager tries to avoid limiting the player.
“Unique ending pruning targets NPC actions, because the experience manager tries to avoid limiting the player”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningThe presence of reachable dead ends, which existed in the original graph and remain after pruning, shows that proactive mediation considering long-term consequences is needed.
“The existence of reachable dead ends (which were present in the original graph and persist after all the above pruning) demonstrates the need for proactive mediation which considers long-term consequences.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenStory graph pruning will be impractical in larger domains.
“While story graph pruning will be intractable in larger domains, this is an opportunity to discover insights for making decisions when story graphs are too large to generate fully.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
It is difficult to anticipate what the player will do.
“it is difficult to anticipate the player's behavior.”
The authors state this as an assumption.
The story graph is Markovian: the experience manager decides using only the current state and ignores the history of how the player reached it.
“Like many previous systems, we assume our story graph is Markovian-the experience manager makes decisions based only on the current state and does not track the history of how the player arrived at that state.”
The authors state this as an assumption.
No NPC adopts a plan longer than three actions.
“assuming no NPC adopts a plan longer than 3 actions.”
The paper relies on this without support.
The full story graph for this domain is too large to generate.
“In practice, the full story graph for this domain is still too large to generate”
The authors state this as an assumption.
The story graph is Markovian.
“We feel that the most limiting assumption of this initial work is that the story graph is Markovian.”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Mixed edges conflict with the claim that player edges are never pruned
MinorThe paper defines a player edge as any edge for which the player consents, including mixed edges. Allowing mixed edges to be pruned therefore contradicts the unqualified claim that player edges are never pruned.
“We never prune player edges.”
“We do allow mixed edges to be pruned, because the NPCs involved may not consent to them.”
The listed beliefs total ten, not nine
MinorThe list specifies one belief for the player, two for the merchant, three for the guard, and four for the bandit. That totals ten propositions, whereas the stated count is nine.
“we track 9 special belief propositions:”
“the player's belief about the location of the bandit, the merchant's beliefs about the locations of the two coins, the guard's belief about the location of the bandit, the guard's beliefs about whether the player and merchant are criminals, and the bandit's beliefs about the locations of the player and the three valuable objects (the coins and the medicine).”
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Self-citationAzad, S., & Martens, C. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474672 · Cited by 11 · see citing works
Goal-Oriented Interactions in Games Using LLMs
Phillips, A., Lang, J., & Mould, D. (2024) · IEEE Transactions on Games · doi:10.1109/tg.2024.3515807 · Cited by 12 · see citing works
A Plan-Based Personality Model for Story Characters
Shirvani, A., & Ware, S. G. (2019) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v15i1.5243 · Cited by 9 · see citing works
Self-citationXiao, Y., Li, D., & Guo, K. (2025) · Innovation in Language Learning and Teaching · doi:10.1080/17501229.2025.2545397 · Cited by 8 · see citing works
Large Language Models as Narrative Planning Search Guides
Farrell, R., & Ware, S. G. (2024) · IEEE Transactions on Games · doi:10.1109/tg.2024.3487416 · Cited by 5 · see citing works
“Digital Object Identifier 10.1109/TG.2024.3487416 algorithms with models of story structure [12], [13], [14].”
InfluentialSelf-citationA Good Story Is One in a Million: Solution Density in Narrative Generation Problems
Siler, C., & Ware, S. G. (2020) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v16i1.7420 · Cited by 5 · see citing works
Self-citationTowards More Believable Characters Using Personality and Emotion
Shirvani, A. (2019) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v15i1.5253 · Cited by 4 · see citing works
Self-citationSolution Density and Search Strategy in Narrative Generation
Siler, C., & Ware, S. G. (2022) · IEEE Transactions on Games · doi:10.1109/tg.2022.3149529 · Cited by 4 · see citing works
Self-citationCamelot: A Modular Customizable Sandbox for Visualizing Interactive Narratives.
Shirvani, A., & Ware, S. G. (2020) · Cited by 4 · see citing works
Self-citationEM-Glue: A Platform for Decoupling Experience Managers and Environments
Mori, G., Thue, D., & Schiffel, S. (2022) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v18i1.21972 · Cited by 1 · see citing works
“An example is the testbed developed by Ware et al. (2022), where they used Camelot to create and facilitate an environment composed of four locations and three NPCs.”
BackgroundMethodNarrative Planning in Large Domains through State Abstraction and Option Discovery
Fisher, M. (2022) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v18i1.21979 · Cited by 1 · see citing works
“For this, I use an adaptation of the Grandma narrative planning domain (Ware et al. 2019).”
MethodSelf-citationPlanning Stories NeurallyPreprint
Farrell, R., & Ware, S. G. (2024) · doi:10.36227/techrxiv.171085113.35202301/v1 · Cited by 1 · see citing works
Self-citationTowards Managing Epistemic Complexity in Narrative Games.
Wellnitz, J., & Martens, C. (2020)
Open-World Narrative Generation to Answer Players’ Questions
Siler, C. (2022) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v18i1.21981
“Our benchmarking suggests that so far Sabre is fast enough to be useful for story graph generation (Ware et al. 2022) and similar offline applications, but not fast enough to embed directly in interactive narrative experiences where real-time responsiveness is critical.”
BackgroundSalience Vectors for Measuring Distance between Stories
Farrell, R., Fisher, M., & Ware, S. G. (2022) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v18i1.21952
“The following examples are from the Grammalot domain, which we adapted from a previous interactive narrative experiment (Ware et al. 2019).”
MethodSelf-citationCausal Necessity as a Narrative Planning Step Cost Function
Ware, S. G., Senanayake, L., & Farrell, R. (2023) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v19i1.27511
“The last of these domains was used in The Best Laid Plans (Ware and Young 2015), and a smaller version of it that incorporated beliefs was later released in the Save Gramma! interactive narrative (Ware et al. 2022).”
MethodSelf-citationA Model for Automating the Abstraction of Planning Problems in a Narrative Context
Fisher, M., & Ware, S. G. (2024) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v20i1.31864
Self-citationAdaptive AI NPCS with Evolving Storylines for an Educational Game
S, A. P., Reddy, S., V, Yeshas, R., et al. (2026) · doi:10.1109/ccic68129.2026.11486263
“…(from SQLite3), is then used to dynamically alter the IDMM prompt which essentially is a way of the student's learning state getting translated into the NPC's narrative behaviour (for instance, the NPC turning from a guide into a peer, a concept of pedagogical agents highly relevant here) [37].”
- Authors
- Ware, S., Garcia, E. T., Fisher, M., Shirvani, A., & Farrell, R.
- Affiliations
- University of Kentucky (US)
- LSU New Orleans (US)
- Venue
- IEEE Transactions on Games
- Published
- 2023-09
- Volume
- 15
- Issue
- 3
- Pages
- 378-387
- ISSN
- 2475-1502 (ISSN-L)
- 2475-1510
- OpenAlex
- W2982451789
- Cited by
- 22
- References
- 34
- Citations by year
- 2026: 1 · 2025: 1 · 2024: 5 · 2023: 2 · 2022: 5 · 2021: 2 · 2020: 4 · 2019: 2
- FWCI
- 1.63
- Type
- journal article
- Language
- en
- Open access
- green
- ojs.aaai.org
- Licence
- Locations
- IEEE Transactions on Games (publishedVersion)
- AAAI Publications (The Association for the Advancement of Artificial Intelligence (AAAI)) (submittedVersion)
- Funders
- NSF (IIS-1464127, IIS-1647427, IIS-1454127, IIS-1911053)
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- experience management, interactive storytelling, non-player characters, multi-agent systems, narrative control, player agency, adventure games, graph pruning
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