Interactive Fiction 2015


Computational fiction / Digital fiction / Interactive fiction + (Natural language)

Resources:

Wikipedia:

See also:

Computational Narrative 2015Digital Narrative & Natural Language 2015Interactive Narrative & Natural Language 2015Inform7 2015 | Narrative Generation 2015


What we talk about when we talk about games: Bottom-up game studies using natural language processing JO Ryan, E Kaltman, M Mateas… – Proc. …, 2015 – pdfs.semanticscholar.org … For this step, we used the WordNet lemmatizer [32] available in the Natural Language Toolkit suite of Python modules [7]. … resources produced by fans, such as walkthroughs and FAQs, as well as a domain-specific informational database (IFDB, the Interactive Fiction Database). … Cited by 7 Related articles All 4 versions

Learning to communicate computationally with Flip: A bi-modal programming language for game creation K Howland, J Good – Computers & Education, 2015 – Elsevier … we taught non programmers to use Inform 7, a natural-language based programming environment (Nelson, 2006) and subsequently asked them to use it to create short pieces of interactive fiction. This allowed us to gather data on the potential utility of natural language as a … Cited by 17 Related articles All 6 versions

Reading Digital Literature R Simanowski – Reading Moving Letters: Digital Literature in …, 2015 – books.google.com … Analagous to natural language, and similar to Strehovec with his reference to Russian Formalism, Saemmer holds, it is the undermining of … Germany where the discussion of digital literature only began after the arrival of the Internet (Simanowski,“Interactive Fiction und Software … Cited by 16 Related articles

Towards ai-complete question answering: A set of prerequisite toy tasks J Weston, A Bordes, S Chopra, AM Rush… – arXiv preprint arXiv: …, 2015 – arxiv.org … bartvm}@fb.com ABSTRACT One long-term goal of machine learning research is to produce methods that are applicable to reasoning and natural language, in particular building an intelligent dialogue agent. To measure progress … Cited by 116 Related articles All 3 versions

GAME ON: Gamification in the classroom P Bruder – The Education Digest, 2015 – search.proquest.com … Inform (http://inform7.com) is designed to create interactive fiction based on natural language, letting the player explore worlds and stories through text. You can create adventure games, historical simulations, and digital art. … Cited by 5

Using a Controlled Natural Language for Specifying the Narratives of Serious Games F Van Broeckhoven, J Vlieghe, O De Troyer – International Conference on …, 2015 – Springer … 2 Background and Related Work. The easiest way to specify the narrative of a game is through natural language (NL). … Inform 2 is a toolset targeted toward professional narrators. It allows them to create interactive fiction (eg, adventure games). … Cited by 2 Related articles All 6 versions

Generating natural language retellings from Prom Week play traces C Antoun, M Antoun, JO Ryan, B Samuel… – Proceedings of the …, 2015 – academia.edu … They are able to introduce lexical and syntactic variations in the natural language realization of a SIG-encoded story by bridging to … In the interactive fiction domain, Montfort conceives of the underlying world simulation as fabula, distinct from the sjuzhet, the expression of it that is … Cited by 2 Related articles All 6 versions

Toward natural language generation by humans JO Ryan, AM Fisher, T Owen-Milner… – … of the INT, 2015 – users.soe.ucsc.edu … Montfort, N. 2009. Curveship: An interactive fiction system for interactive narrating. In Proc. CALC. … In Proc. ICIDS. Van Deemter, K.; Krahmer, E.; and Theune, M. 2005. Real versus template-based natural language generation: A false opposition? Computational Linguistics. … Cited by 3 Related articles All 6 versions

Scheherazade: Crowd-Powered Interactive Narrative Generation. B Li, MO Riedl – AAAI, 2015 – cc.gatech.edu … To simplify the complexity of natural language processing, crowd work- ers are asked to segment their narratives such that each sen- tence contains one event. … Nelson, M., and Mateas, M. 2005. Search-based drama management in the interactive fiction Anchorhead. … Cited by 3 Related articles All 4 versions

Automated gameplay generation from declarative world representations J Robertson, RM Young – … of the 11th AAAI Conference on …, 2015 – pdfs.semanticscholar.org … Discussion and Future Work Given the right library of assets, UGME could be used in conjunction with a natural language authoring tool to create game worlds in a manner similar to Inform (Graham Nelson 2014) and other interactive fiction design systems. … Cited by 3 Related articles All 4 versions

Narrative variations in a virtual storyteller SM Lukin, MA Walker – International Conference on Intelligent Virtual …, 2015 – Springer … Lönneker, B.: Narratological knowledge for natural language generation. In: Proceedings of the 10th European Workshop on Natural Language Generation (ENLG-05), pp. … Montfort, N.: Generating narrative variation in interactive fiction. University of Pennsylvania (2007); 17. … Cited by 2 Related articles All 2 versions

Creative help: A story writing assistant M Roemmele, AS Gordon – International Conference on Interactive Digital …, 2015 – Springer … of fiction generated through user interaction, with these first of these systems, Adventure, emerging in 1975 [2]. Despite the apparent user-driven nature of interactive fiction systems, they … Advances in the field of natural language processing are starting to break down this barrier. … Cited by 2 Related articles All 3 versions

Electronic Fictions: Television, the Internet, and the Future of Digital Fiction A Ensslin – researchgate.net … The two main pre-WWW genres of digital fiction were Interactive Fiction (see previous section) and so-called ‘serious’ hypertext fiction. … protagonist. They type natural language commands such as “go north” or “open gate” into an … Related articles All 2 versions

MKULTRA I Horswill – Eleventh Artificial Intelligence and Interactive …, 2015 – pdfs.semanticscholar.org … Although ultimately a tile-based RPG in the style of games such as EarthBound (Itoi, 1994), MKULTRA’s gameplay is more similar to parser-based interactive fiction such as Deadline (Blank, 1982) in that the player controls their character through typed natural language. … Cited by 1 Related articles All 2 versions

Skald: An Affordance-Based User Interface For Interactive Fiction Z Tomaszewski – 2015 – zach.tomaszewski.name … Proponents of the genre claim that this command-line parsing of natural language input is a defining feature of interactive fiction. However, this interface is also a barrier to many modern users. … Also unlike traditional interactive fiction, there is no natural language parser for input. … Related articles

Comparing Dependency and Constitency Approaches for Interpreting Natural Language K Asante-Poku – 2015 – diva-portal.org … [1, 2] Natural language processing 1 is a key component in a series of gaming software which falls under the genre of interactive fiction. Interactive fiction uses a command line as a communication medium between the user and the program. … Related articles

Design Rationale for Natural Language Game Conversations. J Lessard – FDG, 2015 – pdfs.semanticscholar.org … Keywords Game design, Dialogue Systems, Conversation, Natural Language, Interaction design, Interactive Fiction, Non-Playing Character, Virtual Characters 1. INTRODUCTION Natural language interaction (NLI) was a common feature of computer games until the late 1980s. …

Remaking as Revision of Narrative Design in Digital Games T? Sezen – Interactive Digital Narrative: History, Theory and …, 2015 – books.google.com … Another study (Mehta et al., 2010) focusing on the same question regard- ing menu and natural language based input systems used two versions of an IDN based on the 1998 interactive fiction Anchorhead by Michael S. Gentry. … Related articles All 2 versions

Natural language and programming: Designing effective environments for novices J Good, K Howland – … and Human-Centric Computing (VL/HCC) …, 2015 – ieeexplore.ieee.org … to gain an in-depth understanding of how natural language programming languages are used by novices, we conducted an empirical study using Inform 7 (inform7.com), a fully functional natural language programming environment for the creation of interactive fiction (digital text …

Computational Narration of Inner Thought: Memory, Reverie Machine J Zhu, DF Harrell – 2015 – hyperrhiz.io … Alternately, in a text-based system user input could certainly be more complex than simple keywords as in interactive fiction works or even more robust natural language based works such as the important expressive AI work Façade (Mateas, 2001). … Related articles

Learning Through Making: Notes on Teaching Interactive Narrative A Salter – Syllabus, 2015 – scholarlyexchange.org … The initial course used three platforms: 1) Scratch, a tool for block-?based coding of visual animations and simple games; 2) Twine, a card-?based system for creating linked hypertexts; and 3) Inform 7, a natural language engine for writing interactive fiction. … Related articles All 5 versions

The Holodeck is all Around Us—Interface Dispositifs in Interactive Digital Storytelling N Knoller, U Ben-Arie – Interactive Digital Narrative: History, …, 2015 – books.google.com … 6 Façade attempts to tell a coherent and compelling story, manage a dynamic and responsive narrative presentation, afford natural-language dialogue, express … As in Interactive Fiction (IF), Façade allows the user to influence the story- world, but in contrast, it makes ample use … Related articles All 2 versions

From Logic to Language: Natural Language Generation from Logical Forms V Basile – rug.nl … This has to do with the fact that for a computer it is not easy to “understand” the fuzzy, po- tentially ambiguous natural language (eg, English) that the user may type in. … Those were pieces of text-based interactive fiction where the Page 16. 2 Chapter 1. Introduction … Cited by 2 Related articles All 2 versions

Crowdsourcing Open Interactive Narrative M Guzdial, B Harrison, B Li, MO Riedl – the 10th International …, 2015 – boyangli.co … The simplicity of these sentences is valuable in helping Scheherazade-IF learn a domain, but does not make for compelling reading in an interactive fiction. Additionally, the sentences are not written in the second person. See [6] for work on natural language generation that … Cited by 1 Related articles All 5 versions

An Example of Collaborative Online Writing in the Italian Language: “The Incipit” G Rebagliati – 2015 International Conference on Culture and …, 2015 – ieeexplore.ieee.org … NEW POSSIBILITIES OF WRITING This paper aims to illustrate one of the possible scenarios that can unfold in the development of the relation between the author and the reader in the digital era by taking the Italian platform of digital fiction “The Incipit” as a case study. … Related articles

Electronic Literature as an Information System JB Gutierrez, MC Marino, P Gervás, LB Castanyer – 2015 – hyperrhiz.io … It is a new work written in the context of Infocom’s interactive fiction system. … Short has gone on to help others make their own Galatea, not only in her work to help develop the natural language IF authoring system Inform 7 but also in the conversation libraries she has authored. … Related articles

Tracery: An Author-Focused Generative Text Tool K Compton, B Kybartas, M Mateas – International Conference on …, 2015 – Springer … Authors of Interactive Fiction have identified generative text tools as a missing or poorly developed feature of their practice. … This syntax defaults to allow the user to write in normal natural language, so an author can write: The hero walked into a bar, and then incrementally … Cited by 1 Related articles

Fiascomatic: A Framework for Automated Fiasco Playsets ID Horswill – Eleventh Artificial Intelligence and Interactive …, 2015 – pdfs.semanticscholar.org … http://www.bullypulpitgames.com/wiki/index.php?title=Touring_ Rock_Band Nelson, G. (2011). Natural Language, Semantic Analysis, and Interactive Fiction. In K. Jackson-Mead & JR Wheeler (Eds.), IF Theory Reader. > TRANSCRIPT ON PRESS. Neumerkel, U. (1990). … Related articles All 2 versions

The Moody Mask Model BA Larsen, KI Andkjær, H Schoenau-Fog – International Conference on …, 2015 – Springer … This typically requires topics like “Natural Language Processing” [5, 11] and language generation [4]; however, as these are still not fully researched areas … n = 40, 33 male, 6 female, 1 other) were recruited over the internet through various game and interactive fiction forums, as … Related articles All 4 versions

Generating Sentence Planning Variations for Story Telling SM Lukin, LI Reed, MA Walker – 16th Annual Meeting of the Special …, 2015 – aclweb.org … cO2015 Association for Computational Linguistics Generating Sentence Planning Variations for Story Telling Stephanie M. Lukin, Lena I. Reed & Marilyn A. Walker Natural Language and Dialogue Systems University of California, Santa Cruz Baskin School of Engineering slukin … Cited by 2 Related articles All 11 versions

Building conceptual dictionaries for an integrated narrative generation system T Ogata – Journal of Robotics, Networking and Artificial Life, 2015 – atlantis-press.com … The surface representation media include natural language, visual media, music, and so on. … “Expression” means the aspect of narrative representation using various surface media including mainly natural language, such visual media as animation and still image, and music. … Cited by 7 Related articles

Automated Planning and Player Modeling for Interactive Storytelling A Ramirez, V Bulitko – … on Computational Intelligence and AI in …, 2015 – ieeexplore.ieee.org … 1Within the research community, Interactive Storytelling (IS) is also known as interactive narrative, interactive fiction or interactive … a novel architecture that integrates emotional, interactive character behaviour, drama-managed plot and shallow natural language processing.” This … Cited by 6 Related articles All 3 versions

Hidden Surface Problems: On the Digital Image as Material Object J Gaboury – Journal of Visual Culture, 2015 – vcu.sagepub.com … perhaps most visible in the limited set of prominent texts that the majority of these works engage, including Joseph Weizenbaum’s early chatbot ELIZA (1966), William Gibson’s Agrippa (a Book of the Dead) (Gibson and Ashbaugh, 1992), and the interactive fiction Colossal Cave … Cited by 2 Related articles All 2 versions

Literature on Tablets: Poetics of Touch Z Husarova – 2015 – academia.edu … A well-know interactive fiction author, Andrew Plotkin, says that “if there is actually an audience [on the App Store] … In the mobile apps, the reader usually taps on the objects, in IF, she usually types commands and the programme accepts the interactor´s natural-language input. … Cited by 1 Related articles

Experimental Philosophy of Aesthetics F Cova, A Garcia, S Liao – Philosophy Compass, 2015 – Wiley Online Library … As for experimental philosophers, they have begun to work with formal semanticists to empirically investigate segments of natural language. Merging these two threads together, there are now ongoing investigations into the nature of aesthetic language. … Cited by 2 Related articles All 4 versions

The Game FAVR: A Framework for the Analysis of Visual Representation in Video Games D Arsenault, PM Côté, A Larochelle – Loading…, 2015 – journals.sfu.ca … such as side-scroller, First-Person, top-down view, etc.) Those regimes are pragmatic constructs formulated in natural language, and play a … Doom may offer a first-person perspective, but so does all interactive fiction according to MobyGames9, which conflates (and confuses … Related articles

A chatbot service for use in video game development AJ Larsen – 2015 – 146.141.12.21 … interactive dialogue using a chatbot – a computer program that simulates conversation by responding to user’s text inputs in a natural language such as English. This falls into the field of interactive fiction. By investigating existing interaction fiction … Related articles All 2 versions

Programming Interactive Worlds with Linear Logic C Martens – 2015 – reports-archive.adm.cs.cmu.edu … Keywords: Programming Languages, Computational Logic, Game Design, Interac- tive Simulation, Interactive Storytelling, Interactive Fiction Page 3. … Like computation itself, the history of interactive fiction begins before (and continues to exist outside of) the digital computer. … Cited by 1 Related articles All 7 versions

A panorama of artificial and computational intelligence in games GN Yannakakis, J Togelius – IEEE Transactions on …, 2015 – ieeexplore.ieee.org Page 1. 1943-068X (c) 2013 IEEE. Personal use is permitted, but republication/ redistribution requires IEEE permission. See http://www.ieee.org/ publications_standards/publications/rights/index.html for more information. This … Cited by 33 Related articles All 3 versions

[BOOK] Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media ML Ryan – 2015 – books.google.com Page 1. Narrative as Virtual Reality Revisiting immersion and Interactivity in Literature and Electronic Media Marie-Laure Ryan Page 2. Narrative as Virtual Reality 2 Page 3. This page intentionally left blank Page 4. Narrative as … Cited by 1057 Related articles All 7 versions

‘Chronovist’ conceptualisation method: exploring new approaches to structuring narrative in interactive immersive audio/visual media. AE Tchernakova – 2015 – discovery.ucl.ac.uk Page 1. ‘Chronovist’ conceptualization method: exploring new approaches to structuring narrative in interactive 1 The Slade School of Fine Art University College, London ‘Chronovist’ conceptualisation method: exploring new approaches to structuring narrative in interactive … Related articles All 2 versions

Using interactive computer systems in autobiographical writing about life experiences J Wever – 2015 – dare.uva.nl … TALE-SPIN (Meehan, 1977) uses problem solving of goal-oriented characters to generate stories in natural language. MINSTREL … Inform7 (Nelson, 2009) and Twine (Klimas, 2009) are systems for writing interactive fiction. Interactive …

Programming Perspectives in Texts and Technology: Teaching Computer Programming to Graduate Students in the Humanities R McDaniel – researchgate.net … The course exercise helped students recognize the difference between communication practices in natural language, in which context and … to produce an array of interesting projects5 including text adventure games, love sonnet generators, interactive fiction experiments, and … Related articles All 4 versions

SL-Bots: Automated and Autonomous JO Turner, M Nixon, J Bizzocchi – New Opportunities for Artistic …, 2015 – books.google.com Page 289. 263 Chapter 12 SL-Bots: Automated and Autonomous Performance Art in Second Life Jeremy Owen Turner Simon Fraser University, Canada Michael Nixon Simon Fraser University, Canada Jim Bizzocchi Simon … All 3 versions

A End-User Programming System For Creating Adventure Games C Ekeroth – 2015 – diva-portal.org … Choose Your Own Adventure Books”, from the series of the same name, or “Solo Adventures”) are works of interactive fiction where the … used by LOGO, BASIC employed a more conversational style of programming that was designed to be reminiscent of natural language [10, p … Related articles

A review of interactive narrative systems and technologies: a training perspective L Luo, W Cai, S Zhou, M Lees, H Yin – Simulation, 2015 – sim.sagepub.com … With regard to the interaction, I-Storytelling allows any-time player interac- tion. The player can choose to intervene at any time by either manipulating the objects with narrative meaning or giving advice to virtual agents via natural language pro- cessing (NLP). … Cited by 3 Related articles All 5 versions

Turing’s Red Flag T Walsh – arXiv preprint arXiv:1510.09033, 2015 – arxiv.org … An AI system pretending to be hu- man might, for example, create more engaging interactive fiction. … Dutton Adult. [Weizenbaum 1966] Weizenbaum, J. 1966. Eliza – a com- puter program for the study of natural language communica- tion between man and machine. Commun. … Related articles All 4 versions

Optimizing Players’ Expected Enjoyment in Interactive Stories H Yu, M Riedl – Proceedings of the 11th Annual AAAI Conference on …, 2015 – cc.gatech.edu … Integrating plot, charac- ter and natural language processing in the interactive drama Façade. In Technologies for Interactive Digital Storytelling and Entertainment. Nelson, MJ, and Mateas, M. 2005. Search-based drama management in the interactive fiction Anchorhead. … Cited by 2 Related articles All 3 versions

To construct believable flow and nuanced dialogues in a BDI framework: An architecture for the development of interactive narratives D Isaacs Paternostro – 2015 – dspace.library.uu.nl … Es- pecially for games that educate on bad news reports, sales tactics, interrogating witnesses or suspects, and other similar situations in which eloquence and an un- derstanding of the nuance of human natural language are key to success. … Related articles

[BOOK] International Journal of Transmedia Literacy (IJTL). 1.1 December 2015 C Matteo – 2015 – books.google.com … Transmedia Literacy. A Premise 7 Matteo Ciastellardi-Giovanna Di Rosario Part One–Articles Playing with Time in Digital Fiction Raine Koskimaa We Have Always Wanted More Susana Tosca Transmedial Ekphrasis. From … Related articles

Assessment of Learning and Technology: Computer Science Education HG Fleenor, R Hodhod – … of Research on Learning Outcomes and …, 2015 – books.google.com Page 89. 51 Chapter 3 Assessment of Learning and Technology: Computer Science Education Hillary G. Fleenor Columbus State University, USA Rania Hodhod Columbus State University, USA ABSTRACT The education of a nation is a critical component of economic growth. … All 3 versions

Applying norms and preferences for designing flexible game rules E Booth, J Thangarajah… – International Journal of …, 2015 – inderscienceonline.com Page 1. Int. J. Agent Oriented Software Engineering, Vol. 5, No. 1, 2015 69 Copyright © 2015 Inderscience Enterprises Ltd. Applying norms and preferences for designing flexible game rules Edward Booth, John Thangarajah* and Fabio Zambetta …

Employing branching comics to design, visualise and evaluate interactive stories D Andrews – 2015 – etheses.bham.ac.uk … As is the case with the terms ‘author’ and ‘designer’, the terms ‘reader’ and ‘user’ may also be interchangeable in evaluations of interactive stories. Some studies of interactive fiction and hypertext stories, for example, refer to ‘readings’ of stories when they are, in fact, discussing … Related articles All 2 versions

[BOOK] Narrative: The basics B Thomas – 2015 – books.google.com Page 1. ron Wen Thomas Narrative the basics Page 2. THE BASICS Providing an up-to-date and accessible overview of the essentials of narrative theory, Narrative: The Basics guides the reader through the major approaches … Cited by 1 Related articles All 2 versions

Cognitive Learning with Electronic Media and Social Networking A Ursyn – Handbook of Research on Maximizing Cognitive …, 2015 – books.google.com Page 27. Chapter 1 Cognitive Learning with Electronic Media and Social Networking Anna Ursyn University of Northern Colorado, USA ABSTRACT This chapter explores the existing and potential possibilities of exchanging … Cited by 1 Related articles All 3 versions

Concepts and Modelling Techniques for Pervasive and Social Games G Hong – 2015 – Citeseer Page 1. i Concepts and Modelling Techniques for Pervasive and Social Games Hong, Guo Doctoral Thesis Submitted for the Partial Fulfilment of the Requirements for the Degree of Philosophiae Doctor Trondheim, June 2015 … Related articles All 3 versions

[BOOK] Alternate Reality Games For Behavioral and Social Science Research R Gordon – 2015 – books.google.com … The range of pervasive games, and the factors that contribute to their success or failure, are mark boundaries on where and when players are comfortable with different levels of play. Interactive fiction includes any story shaped by input from participants. … Cited by 1 Related articles All 4 versions

[BOOK] Aesthetics and design for game-based learning MD Dickey – 2015 – books.google.com Page 1. AESIHE|[‘S AND DESIGN FOR GAME-BASE}|EARNING MICHEED DICE) R Page 2. “This book is about a vital but neglected aspect of game-based learning: emotionally imbuing participants with motivation and meaning through aesthetic experiences. … Cited by 4 Related articles All 2 versions

A domain-independent model of suspense in narrative RA Doust – 2015 – oro.open.ac.uk … 228 A.3.2 The story mappings to narrative thread events . . . . 229 A.3.3 The story mappings to natural language events . . . . 230 A.3.4 The Mafia-late story, used in the online experiment . . 232 B The stories in natural language 234 B.1 The Mafia-early story . . . . . … Related articles All 2 versions

Designing Playful Artifacts PR Riva, M Pillan, F Trabucco – s3.amazonaws.com Page 1. Politecnico di Milano Department of Design Doctoral Programme in Design Designing Playful Artifacts The exploration of play as a process and the limited role of the designer Doctoral Dissertation of: Pietro Righi Riva Supervisor: Prof. Margherita Pillan … Related articles

Real-Time hermeneutics JS IN hUmaNITIES – 2015 – academia.edu … These text adventures featured a textual introduction and provided answers to almost-natural language commands, like “GO IN.” The purpose of Adventure was to explore the textual landscape that was based on a real cave in Kentucky and solve the puzzles it presented. … Cited by 4 Related articles All 3 versions

[BOOK] From Conversation to Oral Tradition: A Simplest Systematics for Oral Traditions RF Person – 2015 – books.google.com … 4 The Pragmatics of Literary Testimony Authenticity Effects in German Social Autobiographies Chantelle Warner 5 Analyzing Digital Fiction Edited by … special grammar is “full of heterogeneities and internal contradictions” which are characteristic of “’natural’ language” (1986: 218 … Cited by 1 Related articles All 3 versions

Representing and reasoning about videogame mechanics for automated design support MJ Nelson – 2015 – smartech.gatech.edu Page 1. REPRESENTING AND REASONING ABOUT VIDEOGAME MECHANICS FOR AUTOMATED DESIGN SUPPORT A Thesis Presented to The Academic Faculty by Mark J. Nelson In Partial Fulfillment of the Requirements … Cited by 1 Related articles All 3 versions