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Dynamic and Nondeterministic Quests


Research Project - Informatics Department - Pontifical Catholic University of Rio de Janeiro (PUC-Rio)
Edirlei Soares de Lima <elima@inf.puc-rio.br>
Bruno Feijo <bfeijo@inf.puc-rio.br>
Antonio L. Furtado <furtado@inf.puc-rio.br>


Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game's narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In research project, we present a method for the generation of dynamic quests based on hierarchical task decomposition and planning under non-determinism. The proposed approach combines planning, execution, and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative and create interactive and dynamic story plots. These plots are directly or indirectly affected by player's actions and decisions.


Publications:

   Lima, E.S., Feijo, B., Furtado, A.L., 2018. Player Behavior and Personality Modeling for Interactive Storytelling in Games. Entertainment Computing, Volume 28, December 2018, p. 32-48. [DOI: https://doi.org/10.1016/j.entcom.2018.08.003]

   Lima, E.S., Feijo, B., Furtado, A.L., 2016. Player Behavior Modeling for Interactive Storytelling in Games. In: Proceedings of the XV Brazilian Symposium on Computer Games and Digital Entertainment (SBGames 2016), São Paulo, Brazil, September 2016. ISSN: 2179-2259.

   Lima, E.S., Feijo, B., Furtado, A.L., 2014. Hierarchical Generation of Dynamic and Nondeterministic Quests in Games. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE 2014), Funchal, Portugal, November 2014. [DOI: http://dx.doi.org/10.1145/2663806.2663833]

Prototype Application:

In order to validate the proposed methods for the dynamic generation of quests, we developed a prototype 2D RPG using the proposed architecture to dynamically generate and control the entire narrative of the game. The narrative pertains to a zombie survival genre and tells the story of a family that lives in a world dominated by a zombie plague. The player controls the brave husband John through several nondeterministic quests to protect his family and save his own life.


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