“Reactive episode control system” by Komura, Nakano, Miura and Hoshino

  • ©Jin Komura, Atsushi Nakano, Eriko Miura, and Junichi Hoshino

  • ©Jin Komura, Atsushi Nakano, Eriko Miura, and Junichi Hoshino

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    Reactive episode control system

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Abstract:


    Constructing a narrative ecosystem is one of the important technologies for many computer games. This paper presents a reactive episode control system that allows for dynamic creation of a long-term story in response to the active interaction between multiple characters and the user’s actions. This system makes possible a story world where the user’s actions not only create reactions among the characters that are currently present, but also influence the long-term story events.


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©Jin Komura, Atsushi Nakano, Eriko Miura, and Junichi Hoshino

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