Michel Augeraud
University of La Rochelle
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Featured researches published by Michel Augeraud.
advances in computer entertainment technology | 2007
Guylain Delmas; Ronan Champagnat; Michel Augeraud
Interactive narrative and video games are two fields divided between the will to follow a scenario and that to offer a maximum of freedom and interaction. We propose a method combining emergent narrative theory and game monitoring to create a new system of dynamic generation of narrative. This method is based on a multi-agent architecture, which supervises and monitors the game execution.allIt uses of narrative structures descriptors as a reference to lead the evolution of an emergent narrative world. A first application has been developed to test the validity of the system in term of effectiveness and computational cost.
international conference on interactive digital storytelling | 2009
Guylain Delmas; Ronan Champagnat; Michel Augeraud
Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on players actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.
international conference on interactive digital storytelling | 2010
Kim Dung Dang; Ronan Champagnat; Michel Augeraud
Research on Interactive Storytelling has mainly focused on the opposition between a discourse point of view and a character point of view for a story. In this paper, we propose an approach to model Interactive Storytelling using Linear Logic, which is a support for reasoning on both points of view. Then we give an example on an educational game that shows the possibility of validating a scenario of a story, by applying the proof graph of a Linear Logic sequent. Finally we discuss about issues which should be settled and future works to be done on the Linear Logic approach for the IS modeling.
Trans. Edutainment | 2013
Kim Dung Dang; Ronan Champagnat; Michel Augeraud
Debugging is one of the main requirements for Interactive Storytelling (IS) authoring tools. During the authoring phase, authors have to specify large numbers of rules and actions as well as consider many possible paths. As a consequence, flaws may happen and finding them “by hand” is complex. Therefore the validation of an IS becomes a crucial issue and automatic assistance in this process is needful. Originated from those requirements, we propose, within the framework of this paper, a methodology using Linear Logic, based on analyzing automatically the resource allocation mechanisms, that helps authors derive a valid scenario of an IS. To do this, we model a scenario by a Linear Logic sequent, then prove the received sequent, which allows building and examining automatically all the possible branches in the scenario, thereby authors may guarantee that all the decisions (that may be made while unfolding the IS) lead to satisfactory endings of their goals. The paper ends with an example on an extract of an educational game to illustrate the methodology.
advances in computer entertainment technology | 2011
Kim Dung Dang; Ronan Champagnat; Michel Augeraud
In previous works [3, 4], we showed how to use Linear Logic to model an Interactive Storytelling (IS). Proceeding from the achieved results, this paper introduces a methodology for authors to derive a valid scenario of an IS. In the paper, we will explain the implementation of the methodology via a detailed presentation of the steps in the process of IS modeling and illustrate those with a concrete example.
Journal Européen des Systèmes Automatisés | 2010
Ronan Champagnat; Guylain Delmas; Michel Augeraud
This paper aims at defining a software architecture that allows managing an adaptive unfolding of an interactive application such as a game. This architecture basis comes from the one of complex discrete event system control. This paper begins by introducing the general software architecture for games underlying the two main approaches (scenario oriented and emergent). Then the specificities of games are described. It comes from the difficulty to allow the player to have significant impact on the game unfolding without changing the plot structure define a posteriori. Finally an example of a game is given in order to validate a multi-level architecture.
Ingénierie Des Systèmes D'information | 2008
Michel Augeraud; Jean-Marie Boussier; Frédéric Collé; David Sarramia
The welding of the body and of the ring with the distributor of a steam turbine diaphragm is carried out in four different areas holding an assembly, formed by two semi-diaphragms, in a substantially vertical position, at most tilted a few degrees off vertical, while four welding units operate simultaneously, two for each face of the assembly, providing for each assembly face to be suitably heated. Two supports are provided, one movable in respect to the other for positioning and handling of the assembly to be treated. Provision is made for vertically adjusting the assembly position with respect to a referring surface, so that the area on which each welding unit works is always on the same level, whatever the dimensions of the assembly to be welded. Provision is also made for heating and insulating both the assembly faces.
Ingénierie Des Systèmes D'information | 2007
Michel Augeraud; Frédéric Collé; David Sarramia
Complexity of interactive systems is the result of partial knowledge that someone has on it. Such systems are specified by local properties and their global behavior is generally emerging. Complexity management is a permanent objective of software engineering. Object oriented design has given place to several approaches aiming at controlling complexity: aspect programming which separates functional and non functional aspects, the approach by view points and the approach by components. One of the main problems facing with view points is the synthesis of the view points. Interaction centred approach we propose integrates the use of view points based on interactions. The method suggested is based on the formalization of the knowledge of the active and passive entities, the interactions between entities and by taking into account of the regulation of the studied systems. A multiagents approach is used within this framework. From a decisional point of view, our approach makes it possible to evaluate the consequences of decision-makings relative to various temporal horizons (closing of roads, creation of carpark...).
OOIS '00 Proceedings of the 6th International Conference on Object Oriented Information Systems | 2000
Michel Augeraud
A formal approach using “traces” characterization is presented in order to clarify relationship between objects belonging to classes related by aggregation or inheritance.
conference on domain specific languages | 1999
Frédéric Bertrand; Michel Augeraud