%0 Conference Proceedings %T Analyzing Computer Game Narratives %+ School of Computer Science [Montréal] %A Verbrugge, Clark %A Zhang, Peng %< avec comité de lecture %( Lecture Notes in Computer Science %B 9th International Conference on Entertainment Computing (ICEC) %C Seoul, South Korea %Y Hyun Seung Yang; Rainer Malaka; Junichi Hoshino; Jung Hyun Han %I Springer %3 Entertainment Computing - ICEC 2010 %V LNCS-6243 %P 224-231 %8 2010-09-08 %D 2010 %R 10.1007/978-3-642-15399-0_21 %K game narrative %K verification %K optimization %K performance analysis %Z Computer Science [cs]/Digital Libraries [cs.DL]Conference papers %X In many computer games narrative is a core component with the game centering on an unfolding, interactive storyline which both motivates and is driven by the game-play. Analyzing narratives to ensure good properties is thus important, but scalability remains a barrier to practical use. Here we develop a formal analysis system for interactive fiction narratives. Our approach is based on a relatively high-level game language, and borrows analysis techniques from compiler optimization to improve performance. We demonstrate our system on a variety of non-trivial narratives analyzing a basic reachability problem, the path to win the game. We are able to analyze narratives orders of magnitude larger than the previous state-of-the-art based on lower-level representations. This level of performance allows for verification of narrative properties at practical scales. %G English %2 https://inria.hal.science/hal-01055639/document %2 https://inria.hal.science/hal-01055639/file/typeinst.pdf %L hal-01055639 %U https://inria.hal.science/hal-01055639 %~ IFIP-LNCS %~ IFIP %~ IFIP-LNCS-6243 %~ IFIP-ICEC %~ IFIP-2010