
authorial leverage (Chen et al. 2009) to produce a greater
number of meaningful, customized, and novel interactive
experiences for individual players with less effort.
The contribution of this paper is a system that solves the
plotline adaptation problem: Given a complete, human-
authored plotline consisting of sequence of quests, a library
of quest structures, and a set of requirements about what an
optimal gameplay experience should be for a particular
user at a particular time, produce a sound, coherent
variation that meets the requirements while retaining as
much of the original plotline as possible. A sound plotline
is one that, in the absence of uncertainty, is guaranteed to
play out as intended. A coherent plotline is one that does
not have any unnecessary elements. Finally, preservation
of the original plotline prevents unnecessary modifications
and preserves the human authors’ intent to the extent
possible while meeting other objectives. Offline processing
affords the possibility to making globally optimal decisions
about plotline structures, complimenting online adaptation
techniques known as interactive storytelling.
The remainder of the paper is organized as follows: We
first review relevant work in game adaptation and narrative
generation. Next, we explain the representation of quests
and the offline adaptation algorithm. Our technique is
justified with a discussion on theoretical authoring gains
and empirical evaluation of our algorithm.
Related Work
Automated adaptation of computer games has been
explored in the context of player character attributes,
difficulty adjustment, and game environment changes.
Increasingly, player models are being used to adapt game
content. Interactive storytelling systems demonstrate how
players’ behaviors can change the story content in virtual
worlds on the fly. See Roberts and Isbell (2008) for a
general discussion of interactive narrative approaches. Of
particular relevance to this work are interactive narrative
approaches that leverage player models. Thue et al. (2007)
describe a technique whereby a player model based on role
player types is used to select branches through an
interactive story. Seif El-Nasr (2007) attempts to infer
feature-vectors representing player style, affecting changes
in which dramatic content is presented to the player.
Sharma et al. (2010) use case-based reasoning to learn
player preferences over plot points for the purposes of
selecting the next best story plot point. These approaches
assume the existence of branching story graphs or pre-
authored alternatives.
Note that our system is an offline process that
effectively “re-writes” a plotline based on a player model
before it is executed. As such, our system can afford to
backtrack and make globally optimal decision, such as
those about narrative coherence, whereas online adaptation
systems can only make local decisions that cannot be
undone. Our system is not an interactive narrative system;
once execution of the plotline begins, our system does not
make further changes. Indeed, interactive storytelling and
plotline adaptation are complimentary: the adaptation
system can be seen as a process that, based on knowledge
about the player, configures the drama manager, which
then oversees the user’s interactive experience online. Our
system can be coupled with, for instance, the Automated
Story Director (Riedl et al. 2008), a planning-based
interactive narrative system.
As an offline procedure, plotline adaptation has a strong
connection with story generation. Story generation is the
process of automatically creating novel narrative sequences
from a set of specifications. The most relevant story
generation work is that that uses search as the underlying
mechanism for selecting and instantiating narrative events
(cf., Lebowitz 1987; Porteous and Cavazza 2009; Riedl
and Young, in press). The distinction between our plotline
adaptor and story generation is that plotline adaptation
starts with a complete narrative structure and can both add
and remove narrative content, whereas story generation
typically starts from scratch. As with case-based planning,
the adaptation of plotlines is, in the worst-case, just as hard
as planning from scratch (Muñoz-Avila and Cox 2008).
However, in the average case, starting from an existing
plotline will require much fewer decisions to be made.
Game Plot Adaptation
Figure 1 shows the adaptation pipeline for game plotlines.
The game adaptation process takes a main plotline, a
library of quest structures, and a set of player requirements
as input. There may be more than one human-authored
plotline, of which one is provided as input into our system.
A player model generates a set of requirements, based on
the player’s preferences, history, and a model of novelty.
Importantly, the cycle between player and adaptation
implies that games can be changed after each time it is
played, thereby increasing its replayability. Possible
actions in the virtual world are known to the system.
Plot Representation
Following others (Young 1999; Riedl et al. 2008; Porteous
and Cavazza 2009), we employ plan-like representations of
narrative because they capture causality and temporality of
action and provide a formal framework built on first
principles, such as soundness and coherence, for selecting
and ordering events. However, unlike a plan meant for
execution, we use plans as descriptions of events expected
to unfold in a virtual world. Each action represents a
formal declaration of an event that can be performed by the
Figure 1. The plotline adaptation pipeline
Adaptation
Quest
Library
Game
Engine
Author Player
Main plotline
Player
Model
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