Narrative Generation Methods for Games

Quests are a fundamental storytelling mechanism used by computer role-playing games (RPGs) to engage and involve players in the game's narrative. Although RPGs have evolved in many ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this project, we explore the generation of dynamic and interactive quests for games using hierarchical task decomposition, planning under nondeterminism, player modeling, and genetic algorithms.

Status:

Contributions:
  • We combine planning, execution and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative.
  • We propose a novel approach to interactive storytelling in games, in which the quests and the ongoing story are determined in view of individual personality traits and behavioral attitudes.
  • We present a new quest generation method based on genetic algorithms and automated planning that can generate coherent quests based on a specific narrative structure.
Publications:
  • Best Paper Award Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado. Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning. Proceedings of the XVIII Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2019), Rio de Janeiro, Brazil, p. 495-504, 2019. [Best Paper Award] [PDF] [DOI]

  • Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado. Player Behavior and Personality Modeling for Interactive Storytelling in Games. Entertainment Computing, Volume 28, December 2018, p. 32-48, 2018. [DOI]

  • Best Paper Award Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado. Player Behavior Modeling for Interactive Storytelling in Games. Proceedings of the XV Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2016), São Paulo, Brazil, p. 1-10, September 2016. ISSN: 2179-2259. [Best Paper Award] [PDF]

  • Edirlei Soares de Lima; Bruno Feijó; Antonio L. Furtado. Hierarchical Generation of Dynamic and Nondeterministic Quests in Games. Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE 2014), Funchal, Portugal, November 2014. [DOI] [PDF]

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