Automatic Story Generation for Computer Role-Playing Games


  • Curtis Onuczko University of Alberta
  • Duane Szafron University of Alberta
  • Jonathan Schaeffer University of Alberta
  • Maria Cutumisu University of Alberta
  • Jeff Siegel University of Alberta
  • Kevin Waugh University of Alberta
  • Allan Schumacher University of Alberta



Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to track and maintain. Game adventures often have simple plots, called sub- quests, that are independent from the main plot. Sub-quests are important, as they add value to the open-world appeal of the game, but they still have to be scripted. We have created a prototype of a tool that helps by automatically producing design pattern specifications for sub-quests. The specifications can be entered into an existing tool, called ScriptEase, to generate scripting code for Neverwinter Nights adventures, without doing any manual scripting. The sub-quest patterns produced are logically consistent, ensuring the story can be completed by the player. The sub-quests are also designed to produce a better story by having the author adjust the amount of interactivity between the sub-quests. The entire process is done with little input from the author.




How to Cite

Onuczko, C., Szafron, D., Schaeffer, J., Cutumisu, M., Siegel, J., Waugh, K., & Schumacher, A. (2021). Automatic Story Generation for Computer Role-Playing Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2(1), 147-148.