{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,4]],"date-time":"2024-09-04T21:57:53Z","timestamp":1725487073371},"publisher-location":"Berlin, Heidelberg","reference-count":14,"publisher":"Springer Berlin Heidelberg","isbn-type":[{"type":"print","value":"9783540727040"},{"type":"electronic","value":"9783540727057"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2007]]},"DOI":"10.1007\/978-3-540-72705-7_2","type":"book-chapter","created":{"date-parts":[[2007,6,25]],"date-time":"2007-06-25T06:52:53Z","timestamp":1182754373000},"page":"19-37","source":"Crossref","is-referenced-by-count":3,"title":["Adaptive Generation of Dilemma-based Interactive Narratives"],"prefix":"10.1007","author":[{"given":"Heather","family":"Barber","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Daniel","family":"Kudenko","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","reference":[{"key":"2_CR1_2","doi-asserted-by":"crossref","unstructured":"Joseph Bates. Virtual reality, art, and entertainment. Presence: The Journal of Teleoperators and Virtual Environments, 1, 1992.","DOI":"10.1162\/pres.1992.1.1.133"},{"key":"2_CR2_2","doi-asserted-by":"crossref","unstructured":"A. Blum and M. Furst. Fast planning through planning graph analysis. Artificial Intelligence, 90, 1997.","DOI":"10.1016\/S0004-3702(96)00047-1"},{"key":"2_CR3_2","doi-asserted-by":"crossref","unstructured":"3. Marc Cavazza and Fred Charles. Character-based interactive storytelling. IEEE Intelligent Systems, 17, 2002.","DOI":"10.1109\/MIS.2002.1024747"},{"key":"2_CR4_2","unstructured":"Chris Crawford. Chris Crawford on Interactive Storytelling. New Riders, 2004."},{"key":"2_CR5_2","volume-title":"Story Games and the OPIATE System","author":"F Chris","year":"2004","unstructured":"Chris Fairclough. Story Games and the OPIATE System. PhD thesis, University of Dublin - Trinity College, 2004."},{"key":"2_CR6_2","unstructured":"Syd Field. The Screen-writer\u2019s Workbook. Dell Publishing, New York, 1984."},{"key":"2_CR7_2","unstructured":"B\u00f6rje Karlsson, Angelo E. M. Ciarlini, Bruno Feij\u00f3, and Antonio L. Furtado. Applying a plan-recognition\/plan-generation paradigm to interactive story-telling. In Workshop on AI Planning for Computer Games and Synthetic Characters, The Lake District, UK, 2006."},{"key":"2_CR8_2","doi-asserted-by":"crossref","unstructured":"Brian Magerko. Story representation and interactive drama. In 1st Artificial Intelligence and Interactive Digital Entertainment Conference, Marina Del Rey, California, 2005.","DOI":"10.1609\/aiide.v1i1.18721"},{"key":"2_CR9_2","unstructured":"Michael Mateas and Andrew Stern. Fa\u00e7ade: An experiment in building a fully-realized interactive drama. Game Developers Conference, Game Design track, 2003."},{"key":"2_CR10_2","doi-asserted-by":"crossref","unstructured":"D. Rousseau and Barbara Hayes-Roth. A social-psychological model for synthetic actors. In International Conference on Autonomous Agents, St. Paul, Minnepolis, 1998.","DOI":"10.1145\/280765.280795"},{"key":"2_CR11_2","unstructured":"Nikitas M. Sgouros. Dynamic, user-centered resolution in interactive stories. International Joint Conference on Artificial Intelligence, 2, 1997."},{"key":"2_CR12_2","doi-asserted-by":"crossref","unstructured":"Nicolas Szilas. Idtension: a narrative engine for interactive drama. In 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany, 2003.","DOI":"10.1007\/978-3-540-27797-2_3"},{"key":"2_CR13_2","unstructured":"James M. Thomas and R. Michael Young. Author in the loop: Using mixed-initiative planning to improve interactive narrative. In Workshop on AI Planning for Computer Games and Synthetic Characters, The Lake District, UK, 2006."},{"key":"2_CR14_2","unstructured":"R. Michael Young. An overview of the mimesis architecture: Integrating intelligent narrative control into an existing gaming environment. In The Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Stanford, California, 2001."}],"container-title":["Studies in Computational Intelligence","Advanced Intelligent Paradigms in Computer Games"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-540-72705-7_2.pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,5,12]],"date-time":"2023-05-12T10:47:22Z","timestamp":1683888442000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-540-72705-7_2"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2007]]},"ISBN":["9783540727040","9783540727057"],"references-count":14,"URL":"https:\/\/doi.org\/10.1007\/978-3-540-72705-7_2","relation":{},"ISSN":["1860-949X","1860-9503"],"issn-type":[{"type":"print","value":"1860-949X"},{"type":"electronic","value":"1860-9503"}],"subject":[],"published":{"date-parts":[[2007]]}}}