Applying norms and preferences for designing flexible game rules
by Edward Booth; John Thangarajah; Fabio Zambetta
International Journal of Agent-Oriented Software Engineering (IJAOSE), Vol. 5, No. 1, 2015

Abstract: Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation of a GM in computer games is the large amount of time, effort and specialist skills that can be required for the creation of such an agent. Another issue is that game rules become embedded in the agent implementation and thus may become difficult and time consuming to change. This article aims to address these issues by presenting a method for developers to shape the narrative by defining game behaviour in terms of norms and preferences. The system was evaluated with both a case study and a user experiment. The results showed that the users found out the system to be both user friendly and suitable for development of games with flexible narrative.

Online publication date: Thu, 18-Aug-2016

The full text of this article is only available to individual subscribers or to users at subscribing institutions.

 
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.

Pay per view:
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.

Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Agent-Oriented Software Engineering (IJAOSE):
Login with your Inderscience username and password:

    Username:        Password:         

Forgotten your password?


Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.

If you still need assistance, please email subs@inderscience.com