Publications

2016

  • A. A. Amos-Binks, D. L. Roberts, and R. M. Young, “Summarizing and Comparing Story Plans,” in 7th Workshop on Computational Models of Narrative (CMN 2016), Dagstuhl, Germany, 2016, vol. 46, pp. 107–123.
  • R. E. Cardona-Rivera, T. Price, D. Winer, and R. M. Young, “Question Answering in the Context of Stories Generated by Computers,” Advances in Cognitive Systems, 2016.
  • M. W. Fendt and R. M. Young, “Leveraging Intention Revision in Narrative Planning to Create Suspenseful Stories,” IEEE Transactions on Computational Intelligence and AI in Games, 2016.
  • D. R. Winer, “BiPOCL: A Discourse-Driven Story Planner For Procedural Narrative Generation (Extended Abstract),” in IJCAI Doctoral Consortium Workshop, 2016.
  • D. R. Winer and R. M. Young, “Discourse-driven tellability goals for narrative planning,” in IJCAI Goal Reasoning Workshop, 2016.
  • D. R. Winer and R. M. Young, “Discourse-driven narrative generation with bipartite planning,” in International Natural Language Generation Conference, 2016.

2015

  • R. E. Cardona-Rivera and R. M. Young, “Symbolic Plan Recognition in Interactive Narrative Environments,” in Proceedings of the Joint Workshop on Intelligent Narrative Technologies and Social Believability in Games at the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015, pp. 16–22.
  • J. Robertson and R. M. Young, “Automated Gameplay Generation from Declarative World Representations,” in Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015.
  • J. Robertson and R. M. Young, “Interactive Narrative Intervention Alibis through Domain Revision,” in Proceedings of the 8th Workshop on Intelligent Narrative Technologies at the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015.
  • D. R. Winer, A. A. Amos-Binks, C. Barot, and R. M. Young, “Good Timing for Computational Models of Narrative Discourse,” in 6th Workshop on Computational Models of Narrative (CMN 2015), Dagstuhl, Germany, 2015, vol. 45, pp. 152–156.
  • J. C. Bahamón, C. Barot, and R. M. Young, “A Goal-based Model of Personality for Planning-Based Narrative Generation,” in Proceedings of the 29th AAAI Conference on Artificial Intelligence - Student Abstracts Track, Austin, Texas, 2015.
  • M. Eger, C. Barot, and R. M. Young, “Impulse: a formal characterization of story,” in Proceedings of the 2015 Workshop on Computational Models of Narrative (CMN 2015), Dagstuhl, Germany, 2015, vol. 45, pp. 45–53.
  • C. Barot, C. M. Potts, and R. M. Young, “A Tripartite Plan-based Model of Narrative for Narrative Discourse Generation,” in Proceedings of the 8th Workshop on Intelligent Narrative Technologies (INT8), Santa Cruz, California, 2015.
  • M. Eger, C. Barot, and R. M. Young, “On the Merits of a Temporal Modal Logic for Narrative Discourse Generation,” in Proceedings of the 8th Workshop on Intelligent Narrative Technologies (INT8), Santa Cruz, California, 2015.
  • M. Eger, C. M. Potts, C. Barot, and R. M. Young, “Plotter: Operationalizing the Master Book of All Plots,” in Proceedings of the 8th Workshop on Intelligent Narrative Technologies (INT8), Santa Cruz, California, 2015.

2014

  • K. Lakkaraju, J. H. Whetzel, J. Lee, A. Bier, and R. Cardona-Rivera, “Validating Agent Models Through Virtual Worlds,” Sandia National Laboratories, Albuquerque, NM, USA and Livermore, CA, USA, SAND2014-0451, 2014.
  • C. Forsythe, H. Liao, M. C. S. Trumbo, and R. E. Cardona-Rivera, Cognitive Neuroscience of Human Systems: Work and Everyday Life. CRC Press, 2014.
  • R. E. Cardona-Rivera and R. M. Young, “Games as Conversation,” in Proceedings of the 3rd Workshop on Games and NLP at the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014, pp. 2–8.
  • R. E. Cardona-Rivera and R. M. Young, “A Knowledge Representation that Models Memory in Narrative Comprehension,” in Proceedings of the 28th AAAI Conference on Artificial Intelligence - Student Abstracts Track, 2014, pp. 3098–3099.
  • R. E. Cardona-Rivera*, J. Robertson*, S. G. Ware, B. Harrison, D. L. Roberts, and R. M. Young, “Foreseeing Meaningful Choices,” in Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014, pp. 9–15.
  • J. Robertson and Young, R Michael, “Finding Schrödinger’s Gun,” in Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014.
  • J. Robertson and R. M. Young, “Gameplay as On-Line Mediation Search,” in Proceedings of the 1st Experimental AI in Games Workshop at the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014.
  • J. Robertson and R. M. Young, “The General Mediation Engine,” in Proceedings of the 1st Experimental AI in Games Workshop at the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014.
  • S. G. Ware and R. M. Young, “Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict,” in Proceedings of the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE2014), 2014.
  • M. W. Fendt and R. M. Young, “Adapting IRIS, a Non-Interactive Narrative Generation System to an Interactive Text Adventure Game,” in Proceedings of the 27th International Conference of the Florida Artificial Intelligence Research Society (FLAIRS2014), 2014.
  • J. Niehaus and R. M. Young, “Cognitive Models of Discourse Comprehension for Narrative Generation,” Literary and Linguistic Computing, 2014.
  • S. G. Ware, R. M. Young, B. Harrison, and D. L. Roberts, “A Computational Model of Narrative Conflict at the Fabula Level,” IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, 2014.
  • Y.-G. Cheong and R. M. Young, “Suspenser: A Story Generation System for Suspense,” Transactions on Computational Intelligence and Artificial Intelligence in Games, 2014.
  • B.-C. Bae and R. M. Young, “A Computational Model of Narrative Generation for Surprise Arousal,” Transactions on Computational Intelligence and Artificial Intelligence in Games, vol. 6, no. 2, pp. 131–143, 2014.
  • I. Horswill, N. Montfort, and R. M. Young, “Computational Narrative and Games,” Transactions on Computational Intelligence and Artificial Intelligence in Games, vol. 6, no. 2, pp. 93–96, 2014.
  • R. M. Young, S. G. Ware, B. A. Cassell, and J. Robertson, “Plans and Planning in Narrative Generation: A Review of Plan-Based Approaches to the Generation of Story, Discourse, and Interactivity in Narratives,” SDV. Sprache und Datenverarbeitung. the Intenational Journal for Language Data Processing, vol. 37, no. 1-2, pp. 41–64, 2014.
  • T. Price and R. M. Young, “Integrating Composition and Continuity in Declarative Camera Planning,” in the Working Notes of the AAAI Workshop on Intelligent Camera-control and Editing (WICED 2014), 2014.
  • M. Riedl and R. M. Young, “The Importance of Narrative as an Affective Instructional Strategy,” in Design Recommendations for Adaptive Intelligent Tutoring Systems: Adaptive Instructional Strategies (Volume 2), X. H. Robert Sottilare Arthur Graesser and B. Goldberg, Eds. 2014.
  • S. D. Ware, “A plan-based model of conflict for narrative reasoning and generation,” PhD thesis, North Carolina State University, 2014.
  • M. Fendt, “Leveraging intention revision in narrative planning to create suspenseful stories,” PhD thesis, North Carolina State University, 2014.

2013

  • T. Barik, M. Everett, R. E. Cardona-Rivera, D. L. Roberts, and E. F. Gehringer, “A Community College Blended Learning Classroom Experience through Artificial Intelligence in Games,” in Proceedings of the 2013 IEEE Frontiers in Education Conference, 2013, pp. 1525–1531.
  • R. E. Cardona-Rivera, K. Lakkaraju, J. H. Whetzel, and J. R. Bernstein, “Large-Scale Conflicts in Massively Multiplayer Online Games,” in Proceedings of the 2nd International Conference on Complex Systems, 2013, pp. 40–51.
  • R. E. Cardona-Rivera and R. M. Young, “A Cognitivist Theory of Affordances for Games,” in Proceedings of the Digital Games Research Conference: DeFragging Game Studies, 2013.
  • J. Robertson and R. M. Young, “Modelling Character Knowledge in Plan-Based Interactive Narrative to Extend Accommodative Mediation,” in Proceedings of the 6th Workshop on Intelligent Narrative Technologies at the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013.
  • J. Robertson, “Improving Plan-Based Interactive Narrative Generation,” in Proceedings of the 9th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013.
  • J. C. Bahamón and R. M. Young, “CB-POCL: A Choice-Based Algorithm for Character Personality in Planning-based Narrative Generation,” in Proceedings of the 2013 Workshop on Computational Models of Narrative (CMN2013), Dagstuhl, Germany, 2013, vol. 32, pp. 4–23.

2012

  • A. Baikadi and R. E. Cardona-Rivera, “Towards finding the fundamental unit of narrative: A Proposal for the Narreme,” in Working Notes from the Workshop on Computational Models of Narrative at the International Language Resources and Evaluation Conference, 2012, pp. 42–44.
  • R. E. Cardona-Rivera, B. A. Cassell, S. G. Ware, and R. M. Young, “Indexter: A Computational Model of the Event-Indexing Situation Model for Characterizing Narratives,” in Working Notes from the Workshop on Computational Models of Narrative at the International Language Resources and Evaluation Conference, 2012, pp. 32–41.
  • R. E. Cardona-Rivera and R. M. Young, “Characterizing Gameplay in a Player Model of Game Story Comprehension,” in Proceedings of the 7th International Conference on the Foundations of Digital Games, 2012.
  • B. Cassell and R. M. Young, “A Comprehension Based Cinematic Generator for Virtual Environments,” in Working Notes of the Workshop on Intelligent Camera-Control and Editing, 2012.
  • M. W. Fendt, B. Harrison, S. G. Ware, R. E. Cardona-Rivera, and D. L. Roberts, “Achieving the Illusion of Agency,” in Proceedings of the 5th International Conference on Interactive Digital Storytelling, 2012, pp. 114–125.
  • D. Frost, R. M. Young, and V. Zordan, “The Future of Research in Computer Games and Virtual Worlds Technologies: Workshop Report,” Institute for Software Research, UC Irvine, Irvine, CA, UCI-ISR-12-8, 2012.
  • J. C. Bahamón, B. Cassell, R. M. Young, J. M. Thomas, D. Hinks, E. Lang, Z. Lintszinger, and J. J. Robertson, “IC-CRIME: A collaborative, Web-based 3D System for Investigation, Analysis and Annotation of Crime Scenes,” in Proceedings of the 6th International Workshop on Computational Forensics (IWCF2012) at the 21st International Conference on Pattern Recognition (ICPR2012), 2012, pp. 88–99.
  • S. Ware, R. M. Young, B. Harrison, and D. L. Roberts, “Four Quantitative Metrics Describing Narrative Conflict,” in Proceedings of the Fifth International Conference on Interactive Digital Storytelling, 2012, pp. 18–29.
  • J. C. Bahamón and R. M. Young, “Towards a Computational Model for the Automatic Generation of Character Personality in Interactive Narrative,” in Proceedings of the 12th International Conference on Intelligent Virtual Agents, 2012, pp. 220–222.
  • J. M. Thomas and R. M. Young, “Guiding Discovery Learning with an Extensible Representaiton of Actions in Digital Games,” Digital Games Research Center, NC State University, Raleigh, NC, Technical Report DGRC-2009-01, 2012.
  • J. C. Bahamón and R. M. Young, “A Choice-Based Model of Character Personality in Narrative,” in 2012 Workshop on Computational Models of Narrative at the International Language Resources and Evaluation Conference, Istanbul, Turkey, 2012, pp. 164–168.
  • J. Bahamon, “Toward a Computational Model of Character Personality for Planning-Based Narrative Generation.” 2012.

2011

  • R. E. Cardona-Rivera, “Narrative Affordance: Towards a model of the foreseeability and perceivability of story elements in an Interactive Narrative,” in Proceedings of the 6th International Conference on the Foundations of Digital Games - Doctoral Consortium Track, 2011, pp. 250–252.
  • R. M. Young and R. E. Cardona-Rivera, “Approaching a Player Model of Game Story Comprehension Through Affordance in Interactive Narrative,” in Proceedings of the 4th Workshop on Intelligent Narrative Technologies, 2011, pp. 123–130.
  • J. C. Bahamón, B. A. Cassell, R. M. Young, R. E. Cardona-Rivera, J. M. Thomas, and D. Hinks, “Toward Collaborative, Web-Based 3D Environments for the Investigation, Analysis, Annotation and Display of Virtual Crime Scenes,” North Carolina State University, Raleigh, NC, USA, DGRC-2011-02, 2011.
  • C. F. Bevan and R. M. Young, “Planning attack graphs,” in Annual Computer Security Applications Conference 2001 (ACSAC 27), 2011.
  • R. M. Young, J. Thomas, C. F. Bevan, and B. Cassell, “Zócalo: A Service-Oriented Architecture Facilitating Sharing of Computational Resources in Interactive Narrative Research,” in Working Notes of the Workshop on Sharing Interactive Digital Storytelling Technologies at the 4th International Conference on Interactive Digital Storytelling (ICIDS2011), 2011.
  • J. M. Thomas and R. M. Young, “Dynamic Guidance for Task-Based Exploratory Learning,” in Proceedings of the Fifteenth International Conference on Artificial Intelligence and Education, 2011.
  • B.-C. Bae, Y.-G. Cheong, and R. M. Young, “Toward a Computational Model of Focalization in Narrative,” in Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG2011), 2011, pp. 313–315.
  • S. Ware and R. M. Young, “CPOCL: A narrative planner supporting conflict,” in Proceedings, Seventh International Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011.
  • M. Dominguez, “Automatic Identification and Generation of Highlight Cinematics in 3D games,” Master's thesis, NC State University, 2011.
  • J. M. Thomas, “Automated Scaffolding of Task-Based Leanring in Non-Linear Game Environments,” PhD thesis, North Carolina State University, 2011.
  • M. Fendt and R. M. Young, “The Case for Intention Revision in Stories and its incorporation in to IRIS, a story-based planning system,” in Working Notes of the Fourth Workshop on Intelligent Narrative Technologies (INT4) at the 7th International Conference on Artificial Intelligence and Interactive Digital Entertainment), 2011, pp. 10–16.
  • S. G. Ware, R. M. Young, B. Harrison, and D. L. Roberts, “Initial Results for Measuring Four Dimensions of Narrative Conflict,” in Working Notes of the Fourth Workshop on Intelligent Narrative Technologies (INT4) at the 7th International Conference on Artificial Intelligence and Interactive Digital Entertainment), 2011, pp. 115–122.
  • B.-C. Bae, Y.-G. Cheong, and R. M. Young, “Automated Story Generation with Multiple Internal Focalization,” in Proceedings of the 7th International IEEE Conference on Computational Intelligence and Games, 2011, pp. 211–218.
  • M. Dominguez, R. M. Young, and S. Roller, “Design and Evaluation of Afterthought, a Systme that Automatically Creates Highlight Videos,” in Proceedings of the 7th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011, pp. 134–139.
  • M. Dominguez, R. M. Young, and S. Roller, “Automatic Identification and Generation of Highlight Cinematics in 3D Games,” in Proceedings of the 6th International Conference on the Foundation of Digital Games, 2011, pp. 259–261.
  • J. M. Thomas and R. M. Young, “Using a Declarative Representation of Actions in Game Environments to Model and Guide Player Experience,” in Proceedings of the 2nd International Workshop on Evaluating Player Experience in Games, at the 6th International Conference on the Foundation of Digital Games, 2011.
  • A. Jhala and R. M. Young, “Intelligent Machinima Generation for Visual Storytelling,” in Artificial Intelligence for Computer Games, P. A. Gonzales-Calero and M. A. Gomez-Martin, Eds. Springer, 2011, pp. 151–170.

2010

  • J. Thomas and R. M. Young, “Annie: Automated Generation of Adaptive Learner Guidance For Fun Serious Games,” IEEE Transactions on Learning Technologies, vol. 3, no. 4, pp. 329–343, 2010.
  • J. Niehaus and R. M. Young, “A Method for Generating Narrative Discourse to Prompt Inferences,” in Workshop on Intelligent Narrative Technologies 3, 2010.
  • A. Jhala and R. M. Young, “Cinematic visual discourse: Representations, generation and evaluation,” IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, vol. 2, pp. 69–81, 2010.
  • M. O. Riedl and R. M. Young, “Narrative Planning: Balancing Plot and Character,” Journal of Artificial Intelligence Research, vol. 39, no. 1, pp. 217–268, 2010.
  • R. M. Young, “The Play’s the Thing,” in Internet Computing, vol. 14, no. 1, M. P. Singh, Ed. IEEE, 2010, pp. 16–18.
  • J. M. Thomas and R. M. Young, “Annie: A tutor that works in digital games,” in Proceedings of the 10th International Conference on Intelligent Tutoring Systems, 2010, pp. 417–419.
  • S. Ware and R. M. Young, “Modeling Narrative Conflict to Generate Interesting Stories,” in Proceedings of the 6th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010, pp. 210–215.
  • S. Ware and R. M. Young, “Rethinking traditional planning assumptions to facilitate narrative generation,” in Proceedings of the 2010 AAAI Fall Symposium on Computational Models of Narrative, 2010, pp. 71–72.
  • R. M. Young, “Extending Models of Conflict and Intent Dynamics in Narrative-Based Virtual Worlds,” in Proceedings of the 1st Annual ACM SIGMM Conference on MultiMedia Systems, 2010, pp. 199–208.

2009

  • B.-C. Bae and R. M. Young, “Suspense? Surprise! or How to Generate a Story with Surprise Endings Using a Disparity of Knowledge between the Reader and Characters in the Story,” in Proceedings of the International Conference on Interactive Digital Storytelling, 2009, pp. 304–307.
  • J. Harris and R. M. Young, “Proactive Mediation in Plan-Based Narrative Environments,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 3, pp. 233–244, 2009.
  • B.-C. Bae, “A Computational Model of Narrative Generation for Surprise Arousal,” PhD thesis, North Carolina State University, 2009.
  • A. Jhala, “Cinematic discourse generation,” PhD thesis, North Carolina State University, 2009.
  • J. Niehaus, “Cognitive models of discourse comprehension for narrative generation,” PhD thesis, North Carolina State University, 2009.
  • J. M. Thomas and R. M. Young, “Using Teask-based Modeling to Generate Scaffolding in Narrative-Guided Exploratory Learning Environments,” in Proceedings of the International Conference on Artificial Intelligence and Education, 2009.
  • J. M. Thomas and R. M. Young, “Plan-Based Representations of Exploratory Games to Model Student Knowledge and Guide Discovery Learning,” in Working Notes of the Intelligent Educational Games Workshop at the International Conference on Artificial Intelligence and Education, 2009.
  • J. M. Thomas and R. M. Young, “Toward a Domain-independent framework to automate scaffolding of task-based learning in digital games,” in Proceedings of the International Conference on the Foundations of Digital Games, 2009.
  • S. Munilla and R. M. Young, “Zuzen: A cloud-based framework for automated machinima generation,” in Proceedings of the ACM Conference on Advances in Entertainment, 2009.
  • R. M. Young, “Comparing Effects of Different Visualization Strategies on Viewer Comprehension,” in Proceedings of the 2nd International Conference on Interactive Digital Storytelling, 2009, pp. 26–37.
  • R. M. Young, “The representational challenges of fictional worlds,” in Working notes of the 2nd Workshop on Logic in the Simulation of Interaction and Reasoning, at the 21st International Joint Conference on Artificial Intelligence, 2009, pp. 5–7.

2008

  • A. Jhala, C. Rawls, and R. M. Young, “Towards an Intelligent Storyboarding Tool for 3D Games,” in Proceedings of the Florida AI Conference (FLAIRS), 2008.
  • Y.-G. Cheong, A. Jhala, B.-C. Bae, and R. M. Young, “Automatically generating summaries from game logs,” in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2008, pp. 167–172.
  • R. M. Young, “Computational Creativity in Narrative Generation: Utility and Novelty Based on Story Comprehension,” in Working Notes of the AAAI Spring Symposium on Creative Intelligence, 2008.
  • E. Roberts and R. M. Young, “Maintaining Cognitive Engagement in Training Scenarios Using Explicit Cognitive Models,” in Proceedings of the Interservice/Industry Training, Simulation and Education Conference (IITSEC), 2008.
  • Y.-G. Cheong, A. Jhala, B.-C. Bae, and R. M. Young, “Automatically Generating Summary Visualizations from Game Logs,” in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2008.
  • B.-C. Bae and R. M. Young, “A Use of Flashback and Foreshadowing for Surprise Arousal in Narrative Using a Plan-Based Approach,” in Proceedings of the International Conference on Interactive Digital Storytelling, 2008.

2007

  • R. M. Young, “Story and Discourse: A Bipartite Model of Narrative Generation in Virtual Worlds,” Interaction Studies: Social Behaviour and Communication in Biological and Artificial Systems, vol. 8, no. 2, pp. 177–208, 2007.
  • Y.-G. Cheong, “A computational model of narrative generation for suspense,” PhD thesis, North Carolina State University, 2007.
  • O. Gray and R. M. Young, “A New Interface for non-professional game developers,” in Working Notes of the CHI 2007 Workshop on Supporting Non-Professional Users in the New Media Landscape, 2007.

2006

  • M. Riedl and R. M. Young, “Story Planning as Exploratory Creativity: Techniques for Expanding the Narrative Search Space,” The Journal of New Generation Computing, vol. 3, no. 24, pp. 303–323, 2006.
  • M. Riedl and R. M. Young, “From Linear Story Generation to Branching Story Graphs,” IEEE Journal of Computer Graphics and Applications, pp. 23–31, 2006.
  • Y.-G. Cheong and R. M. Young, “Computationl Model of Focalization in Narrative Planning,” in Proceedings of Point of View, Perspective, Focalization: Modelling Mediacy, Internationales und interdisziplinares Symposion der DFG Forschergruppe Narratologie an der Universitat Hamburg, 2006, pp. 13–15.
  • Y.-G. Cheong and R. M. Young, “A Computational Model of Narrative Generation for Suspense,” in Working Notes of the AAAI 2006 Workshop on Computational Aesthetics, 2006, pp. 8–14.
  • R. M. Young, “Cognitive and Computational Models in Interactive Narratives,” in Cognitive Systems: Human Cognitive Models in Systems Desig, C. Forsythe, M. L. Bernard, and T. E. Goldsmith, Eds. Lawrence Erlbaum, 2006.
  • T. Vernieri and R. M. Young, “Web Services for Game AI: The Zocalo Architecture,” in Proceedings of the 2nd International North American Conference on Intelligent Games and Simulation (GAME-ON), 2006.
  • V. Kumaran, “Plan recognition as candidate space search,” Master's thesis, NC State University, 2006.
  • B. Mott, “Decision-Theoretic Narrative Planning for Guided Exploratory Learning Environments,” PhD thesis, North Carolina State University, 2006.
  • J. M. Thomas and R. M. Young, “Elicitation and Application of Narrative Constraints Through Mixed-Initiative Planning,” in Working Notes of the ICAPS 2006 Workshop on Preferences and Soft Constraints in Planning, 2006, pp. 65–72.
  • J. M. Thomas and R. M. Young, “Author in the Loop: Using Mixed-Initiative Planning to Improve Interactive Narrative,” in Working Notes of the ICAPS 2006 Workshop on Planning for Computer Games and Synthetic Characters, 2006, pp. 21–30.
  • J. Winegarden and R. M. Young, “Distributed Interactive Narrative Planning,” in Working notes of the AAAI Spring Symposium on Distributed Planning and Scheduling, 2006.
  • A. Jhala and R. M. Young, “Representational Requirements for a Plan-Based Approach to Automated Camera Control,” in Proceedings of the Second AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2006.
  • Y.-G. Cheong and R. M. Young, “A framework for summarizing game experiences as narratives,” in Proceedings of the Second AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2006.

2005

  • J. Gratch, R. M. Young, R. Aylett, D. Ballin, and P. Olivier, Intelligent Virtual Agents, the 6th International Conference. Springer, 2005.
  • R. M. Young, “Computer-Supported Story Construction for Narrative Learning Environments: Lessons Needed,” in Workshop on Standards and Advanced Learning Environments, 2005.
  • D. Christian and R. M. Young, “Conversation Starters: Using Spatial Context to Initiate Dialog in First Person Perspective Games,” in Proceedings of the 2nd Australasian Conference on Interative Entertainment, 2005.
  • D. Amerson, S. Kime, and R. M. Young, “Cinematic camera control for interactive narratives,” in Proceedings of the ACM International Conference on Advances in Computer Entertainment, 2005, pp. 365–370.
  • J. Harris, “Proactive mediation in plan-based narrative environments,” Master's thesis, NC State University, 2005.
  • M. Rield and R. M. Young, “Story PLanning as Exploratory Creativity: Techniques for Expanding the Narrative Search Space,” in Working Notes of the IJCAI 2005 Workshop on Computational Creativity, 2005, pp. 51–58.
  • J. Niehaus and R. M. Young, “Towards Improving Recall and Comprehension in Automatically Generated Narratives,” in Working Notes of the 2005 Workshop on Narrative Learning Environments at the International Conference on Artificial Intelligence and Education, 2005, pp. 14–22.
  • R. M. Young and M. Riedl, “Integrating Plan-Based Behavior Generation with Game Environments,” in Proceedings of the ACM International Conference on Advances in Computer Entertainment, 2005, pp. 310–313.
  • M. Rield and R. M. Young, “From Linear Story Generation to Branching Story Graphs,” in Proceedings of the 2005 AAAI Conference on Artificial Intelligence and Interactive Entertainment, 2005, pp. 111–116.
  • M. Rield and R. M. Young, “Open-World Planning for Story Generation,” in Proceedings of the International Joint Conference on Artificial Intelligence, 2005.
  • M. Rield and R. M. Young, “An Objective Character-Believability Evaluation PRocedure for Multi-Agent Story Generation Systems,” in Proceedings of the International Conference on Intelligent Virtual Agents, 2005, pp. 278–291.
  • A. Ramachandran and R. M. Young, “Providing Intelligent Help Across Applications in Dynamic User Environment Contexts,” in Proceedings of the ACM International Conference on Intelligent User Interfaces, 2005, pp. 269–271.
  • A. Jhala and R. M. Young, “A Discourse Planning Approach to Cinematic Camera Control for Narratives in Virtual Environments,” in Proceedings of the 2005 National Conference on Artificial Intelligence, 2005, pp. 307–312.
  • A. Jhala, W. Bares, and R. M. Young, “Towards an Intelligent Storyboarding Tool for 3D games,” in Proceedings of the ACM Conference on Advances in Computer Entertainment, 2005, pp. 367–368.

2004

  • M. Riedl and Young, R Michael, “A planning approach to story generation for history education,” in Proceedings of the 2004 International Conference on Narrative Intelligence and Learning Environments, 2004, pp. 41–48.
  • R. M. Young, “Towards a Plan-Based Model of Story and Discourse in Computer Game AI,” in Proceedings of the 5th International Conference on Computer Games, Design, AI and Education, 2004, pp. 8–12.
  • R. M. Young, M. Riedl, M. Branly, A. Jhala, R. J. Martin, and C. J. Saretto, “An architecture for integrating plan-based behavior generation with interactive game environments,” The Journal of Game Development, vol. 1, no. 1, 2004.
  • M. Rield and R. M. Young, “An Intent-Driven Planner for Multi-Agent Story Generation,” in Proceedings of the 2004 International Conference on Autonomous Agents and Multi-Agent Systems, 2004.
  • D. Christian and R. M. Young, “Comparing cognitive and computational models of narrative structure,” in Proceedings of the National Conference on Artificial Intelligence, Menlo Park, CA, 2004, pp. 385–390.
  • A. Ramachandran, “Intelligent context-sensitive help for dynamic user and environment contexts,” Master's thesis, NC State University, 2004.
  • W. Zhang, “Multimodal pedagogical planning for three-dimensional learning environments: A unified framework,” PhD thesis, North Carolina State University, 2004.
  • M. O. Riedl, “Narrative generation: balancing plot and character,” PhD thesis, North Carolina State University, 2004.
  • D. Christian and R. M. Young, “Strategic Deception Between Agents,” in Proceedings of the International Conference on Autonomous Agents and Multi-Agent Systems, 2004, pp. 218–226.
  • N. Muguda, P. Wurman, and R. M. Young, “Experiments with Planning and Markets in Multi-Agent Systems,” in Proceedings of the International Conference on Autonomous Agents and Multi-Agent Systems, 2004, pp. 1346–1351.

2003

  • R. M. Young and M. Riedl, “Towards an architecture for intelligent control of narrative in interactive virtual worlds,” in Proceedings of the ACM International Conference on Intelligent User Interfaces, Miami, FL, 2003, pp. 310–315.
  • C. J. S. Mark Riedl and R. M. Young, “Managing interactions between users and agents in a multi-agent storytelling environment,” in Proceedings of the Second International Joint Conference on Autonomous Agents and Multi-Agent Systems, 2003, pp. 741–748.
  • D. Christian and R. M. Young, “Comparing Cognitive and Computational Narrative Structure,” Liquid Narrative Group, 03-001, 2003.
  • M. Rield and R. M. Young, “Character-focused Narrative Planning for Execution in Virtual Worlds,” in Proceedings of the Second International Conference on Virtual Storytelling, 2003, pp. 47–56.

2002

  • R. M. Young, “The Co-Operative Contract in Interactive Entertainment,” in Socially Intelligent Agents, K. Dautenhahm, A. Bond, L. Canamero, and B. Edmonds, Eds. Kluwer Academic Press, 2002, pp. 229–234.

2001

  • D. Christian, M. Riedl, and R. M. Young, “Conversation Starters: Lifelike methods for initiating dialog in a virtual environment,” in Working Notes of the AAAI 2001 Spring Symposium on Artificial Intelligence and Interactive Entertainment, 2001, pp. 18–22.
  • C. J. Saretto and R. M. Young, “Mediation in Memesis Liquid Narratives,” in Proceedings of the 39th ACM Southeast Conference, 2001, pp. 120–126.
  • R. St. Amant and R. M. Young, “AI planning resources on the web,” Intelligence, the ACM SIGART Newsletter, vol. 12, no. 1, pp. 17–19, 2001.
  • R. St. Amant and R. M. Young, “Artificial Intelligence and Interactive Entertainment,” Intelligence, the ACM SIGART Newsletter, vol. 12, no. 2, pp. 17–19, 2001.
  • R. St. Amant and R. M. Young, “Common Lisp resources on the web,” Intelligence, the ACM SIGART Newsletter, vol. 12, no. 3, pp. 21–23, 2001.
  • R. St. Amant and R. M. Young, “Introductory AI resources on the web,” Intelligence, the ACM SIGART Newsletter, vol. 12, no. 4, pp. 15–17, 2001.
  • R. St. Amant and R. M. Young, “Interface agents in model world environments,” AI Magainze, special issue on interface agents, vol. 22, no. 3, pp. 95–107, 2001.
  • S. Garlick, “The Inclusion of Reference Seeds in Generated Dialogue,” Master's thesis, NC State University, 2001.
  • C. J. Saretto, “ Mediating user interaction in narrative-structured virtual environments,” Master's thesis, NC State University, 2001.

2000

  • R. M. Young, “Notes on the use of plan structures in the creation of interactive plots,” in Working Notes of the AAAI Fall Symposium on Narrative Intelligence, 2000, pp. 164–167.
  • R. M. Young, “Creating Interactive Narrative Structures: The Potential for AI Approaches,” in Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, 2000, pp. 81–82.
  • R. M. Young, “An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment,” in Working Notes of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, 2000, pp. 78–81.

1999

  • R. M. Young, “Towards a Computational Model of Suspense,” in Proceedings of the Conference Produced at the Pressure Point Between Theory and Practice: An International Conference on Interactive Narrative, 1999.
  • R. M. Young, “Cooperative Plan Identification: Constructing Concise and Effective Plan Descriptions,” in Proceedings of National Conference of the American Association for Artificial Intelligence, 1999.
  • R. M. Young, “Using Grice’s maxim of Quantity to select the content of plan descriptions,” Artificial Intelligence, vol. 115, pp. 215–256, 1999.

1998

    1997

    • R. M. Young, “Less is More: Using Grice’s Maxim of Quantity to Generate Instructional Text,” in Proceedings of the 1997 IEEE International Conference on Systems, Man and Cybernetics, 1997.
    • R. M. Young, “Generating Descriptions of Complex Activities,” PhD thesis, University of Pittsburgh, 1997.

    1996

    • R. M. Young, “Using plan reasoning in the generation of plan descriptions,” in Proceedings of the National Conference of the American Association for Artificial Intelligence, 1996, pp. 1075–1080.
    • R. M. Young, “Computer support for collaborative dramatic art,” in Working Notes on the Workshop on the Use and Design of MUDs for Serious Purposes, 1996 Conference on Computer Supported Co-operative Work, 1996.

    1995

    • R. M. Young, “The Role of Plans in Task-Related Discourse,” in AAAI Spring Symposium on Extending Theories of Action, 1995.
    • R. M. Young, “Exploiting Plan Reasoning to Generate Effective Task Descriptions,” in AAAI Fall Symposium on Embodied Language and Action, 1995.
    • R. M. Young, “Exploiting Plan Reasoning to Describe Plans,” Intelligent Systems Program, University of Pittsburgh, Pittsburgh, Pennsylvania, 95-3, Nov. 1995.

    1994

      1993

        1992

          1991