Rachelyn farrell

Research Scientist
Narrative Intelligence Lab
University of Kentucky
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Tag: Story Generation

  • Multi-Agent Narrative Experience Management as Story Graph Pruning

    Multi-Agent Narrative Experience Management as Story Graph Pruning

    In interactive narratives, experience management is used to control the world and the NPCs a player interacts with, encouraging particular types of stories or discouraging others. The space of all stories in a narrative can be understood as a story graph, with story states as nodes and actions in the story as directed edges. In…

  • Combining Intentionality and Belief: Revisiting Believable Character Plans

    Combining Intentionality and Belief: Revisiting Believable Character Plans

    In this paper we present two studies supporting a plan-based model of narrative generation that reasons about both intentionality and belief. First we compare the believability of character plans taken from the spaces of valid classical plans, intentional plans, and belief plans. We show that the plans that make the most sense to humans are…

  • A Possible Worlds Model of Belief for State-Space Narrative Planning

    A Possible Worlds Model of Belief for State-Space Narrative Planning

    What characters believe, how they act based on those beliefs, and how their beliefs are updated is an essential element of many stories. State-space narrative planning algorithms treat their search spaces like a set of temporally possible worlds. We present an extension that models character beliefs as epistemically possible worlds and describe how such a…

  • Fast and Diverse Narrative Planning through Novelty Pruning

    Fast and Diverse Narrative Planning through Novelty Pruning

    Novelty pruning is a simple enhancement that can be added to most planners. A node is removed unless it is possible to find a set of n literals which are true in the current state and have never all been true in any of that plan’s previous states. Expanding on the success of the Iterated…