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Author Guilherme Da Silva, Fabio A. ♦ Casanova, Marco A. ♦ Barbosa, Simone D. J. ♦ Furtado, Antonio L.
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Affective computing ♦ Rhetoric tropes ♦ Goal inference ♦ Narrative plots ♦ Storytelling
Abstract The method proposed here to determine, in a simplified but still plausible way, the behavior of the characters participating in a story is based on rules that associate a given situation with a list of different goals. In view of the rules whose situation holds at the current state, each character engages in a decision-making process along three steps: goal selection, plan selection, and commitment. The selection criteria reflect individual preferences originating, respectively, from drives, attitudes and emotions. Four kinds of inter-character relations are considered, which may lead to goal and plan interferences. A prototype logic, programming tool was developed to run experiments.
Description Affiliation: Departamento de Informática, PUC-Rio, Brazil (Barbosa, Simone D. J.; Guilherme Da Silva, Fabio A.; Furtado, Antonio L.; Casanova, Marco A.)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 12
Issue Number 3
Page Count 21
Starting Page 1
Ending Page 21

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Source: ACM Digital Library