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dc.contributor.authorSharma, Manu-
dc.contributor.authorOntañon, Santiago-
dc.contributor.authorMehta, Manish-
dc.contributor.authorRam, Ashwin-
dc.date.accessioned2018-02-08T13:35:20Z-
dc.date.available2018-02-08T13:35:20Z-
dc.date.issued2010-
dc.identifierdoi: 10.1111/j.1467-8640.2010.00355.x-
dc.identifierissn: 0824-7935-
dc.identifier.citationComputational Intelligence 26: 183- 211 (2010)-
dc.identifier.urihttp://hdl.handle.net/10261/160346-
dc.description.abstractA growing research community is working toward employing drama management components in story-based games. These components gently guide the story toward a narrative arc that improves the player's gaming experience. In this article we evaluate a novel drama management approach deployed in an interactive fiction game called Anchorhead. This approach uses player's feedback as the basis for guiding the personalization of the interaction. The results indicate that adding our Case-based Drama manaGer (C-DraGer) to the game guides the players through the interaction and provides a better overall player experience. Unlike previous approaches to drama management, this article focuses on exhibiting the success of our approach by evaluating results using human players in a real game implementation. Based on this work, we report several insights on drama management which were possible only due to an evaluation with real players.-
dc.publisherJohn Wiley & Sons-
dc.relation.isversionofPostprint-
dc.rightsopenAccess-
dc.subjectCase-based reasoning-
dc.subjectInteractive fiction-
dc.subjectPlayer modeling-
dc.subjectDrama management-
dc.titleDrama management and player modeling for interactive fiction games-
dc.typeartículo-
dc.date.updated2018-02-08T13:35:20Z-
dc.description.versionPeer Reviewed-
dc.language.rfc3066eng-
dc.relation.csic-
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