{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,8,2]],"date-time":"2025-08-02T17:53:29Z","timestamp":1754157209384,"version":"3.41.2"},"reference-count":20,"publisher":"Emerald","issue":"2","license":[{"start":{"date-parts":[[2002,4,1]],"date-time":"2002-04-01T00:00:00Z","timestamp":1017619200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2002,4,1]]},"abstract":"<jats:p>Interactive storytelling can be based either on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character\u2010based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters\u2019 behaviours are implemented through real\u2010time search\u2010based planning techniques. However, the top\u2010down planning systems that control artificial actors need to be complemented with appropriate mechanisms dealing with emerging (\u201cbottom\u2010up\u201d) situations of narrative relevance. After discussing the determinants that account for the emergence of narrative situations, we introduce additional mechanisms for coping with these situations. These comprise situated reasoning and action repair: we also illustrate the concepts through detailed examples.<\/jats:p>","DOI":"10.1108\/02640470210424428","type":"journal-article","created":{"date-parts":[[2002,7,28]],"date-time":"2002-07-28T18:48:52Z","timestamp":1027882132000},"page":"103-112","source":"Crossref","is-referenced-by-count":5,"title":["From computer games to interactive stories: interactive storytelling"],"prefix":"10.1108","volume":"20","author":[{"given":"Fred","family":"Charles","sequence":"first","affiliation":[]},{"given":"Steven J.","family":"Mead","sequence":"additional","affiliation":[]},{"given":"Marc","family":"Cavazza","sequence":"additional","affiliation":[]}],"member":"140","reference":[{"key":"key2022012520453643500_B1","doi-asserted-by":"crossref","unstructured":"Bonet, B. and Geffner, H. (1999), \u201cPlanning as heuristic search: new results\u201d, Proceedings of the European Conference on Planning (ECP\u201999), pp. 360\u201072.","DOI":"10.1007\/10720246_28"},{"key":"key2022012520453643500_B2","doi-asserted-by":"crossref","unstructured":"Cavazza, M. and Palmer, I. (1999), \u201cNatural language control of interactive 3D animation and computer games\u201d, Virtual Reality, Vol. 4, pp. 85\u2010102.","DOI":"10.1007\/BF01408588"},{"key":"key2022012520453643500_B3","doi-asserted-by":"crossref","unstructured":"Cavazza, M., Charles, F. and Mead, S.J. (2001), \u201cAgents\u2019 interaction in virtual storytelling\u201d, Intelligent Virtual Agents 2001 Conference, Madrid.","DOI":"10.1007\/3-540-44812-8_13"},{"key":"key2022012520453643500_B4","unstructured":"Charles, F., Mead, S.J. and Cavazza, M. 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