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Short Description:Almost Goodbye is an experiment in minimalist procedural content generation for interactive narratives.
Almost Goodbye is an experiment in minimalist procedural content generation for interactive narratives. It does not try to generate a whole story or plot points from scratch, but instead asks what is the minimum amount of procedural generation that can be added to a hand-authored story to produce something both computationally interesting but still narratively sound. The resulting narrative, about a scientist leaving Earth forever and saying her final goodbyes, generates “satellite” sentences that color the narrator’s description and perception of her conversations based on the choices made by the player in prior conversations and other player-influenced contextual cues.
Almost Goodbye is a selection for “Avenues of Access,” an exhibit of new electronic literature that will be part of the Modern Language Association’s 2013 conference.
Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.
"Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.", FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 06/2012.
Short Description:A suite of powerful design automation tools that aim to provide a designer-in-the-box for use in a deeply generative and adaptive sequel to the original game.
Refraction is an online puzzle game for teaching fractions developed by the Center for Game Science at the University of Washington. In the game, the player builds a network of devices that split and recombine lasers (dividing and adding their fractional power levels) in order to power disabled spaceships and save the animals inside. Along with the mathematical challenge of each level, the player must use devices to bend lasers around obstacles and to form the right beams from the right directions. Puzzles generally have many solutions, but all of them involve the target concepts. The integration of mathematical and spatial reasoning into every puzzle yields an engaging experience even for those who are competent with the game’s target fraction concepts: equal partitioning, addition, multiplication, mixed numbers, improper fractions, and common denominators.
"A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game", Foundations of Digital Games 2012, Raleigh, NC, 2012.
Short Description:Almost two decades ago, Scott R. Turner created MINSTREL, a program that could creatively manufacture cohesive stories without the need for human input.Unfortunately, MINSTREL is currently unavailable and was written in an old variant of LISP. Minstrel Remixed is an attempt to recreate MINSTREL using Scala.
Almost two decades ago, Scott R. Turner created MINSTREL, a program that could creatively manufacture cohesive stories without the need for human input. Although these stories contain diction akin to the writing of a child, they are nonetheless complex at many levels. MINSTREL was able to plan and achieve goals such as dramatic rise and fall, realistic human emotion, changing mental states, generation and followthrough with a final moral in mind, and generation of novel content. Unfortunately, MINSTREL is currently unavailable and was written in an old variant of LISP. Minstrel Remixed is an attempt to recreate MINSTREL using Scala. In addition to recreating MINSTREL, Minstrel Remixed attempts to surpass its predecessor in a handful of ways. Since Minstrel needs some sort of information to manipulate through its internal processes, it is limited by the size and variety of its internal libraries. We aim to allow users from the internet to generate information to enrich Minstrel's understanding of the world, allowing for rapid content generation and thus a quick growth in what Minstrel is able to come up with. In addition, since Minstrel Remixed runs much faster than the original, it is designed to accept user-generated story modifications.
This material is based upon work supported by the National Science Founcation under Grants No. 1048385 and 0747522. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.