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<article-title>Evaluating a Conversation-Centered Interactive Drama</article-title></title-group>

<author><a href="mailto:mehtama1@cc.gatech.edu"><name>Manish Mehta</name></a></author>
<aff>College of Computing Georgia Institute of Technology Atlanta, GA 30332-0760</aff>

<author><a href="mailto:steven@cc.gatech.edu"><name>Steven Dow</name></a></author>
<aff>College of Computing Georgia Institute of Technology Atlanta, GA 30332-0760</aff>

<author><a href="mailto:michaelm@cs.ucsc.edu"><name>Michael Mateas</name></a></author>
<aff>Computer Science Department University of California, Santa Cruz Santa Cruz CA 95064</aff>

<author><a href="mailto:blair@cc.gatech.edu"><name></name></a>Blair MacIntyre</author>
<aff>Computer Science Department University of California, Santa Cruz Santa Cruz CA 95064</aff>

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<title>ABSTRACT</title>
<p>There is a growing interest in developing technologies for
creating interactive dramas [13, 22]. Evaluating them, however,
remains an open research problem. In this paper, we present a
method for evaluating the technical and design approaches
employed in a conversation-centered interactive drama. This
method correlates players' subjective experience during
conversational breakdowns, captured using retrospective
protocols, with the corresponding AI processing in the input
language understanding and dialog management subsystems. The
methodology is employed to analyze conversation breakdowns in
the interactive drama Fa&#231;ade. We find that the narrative cues
offered by an interactive drama, coupled with believable
character performance, can allow players to interpretively bridge
system limitations and avoid experiencing a conversation
breakdown. Further, we find that, contrary to standard practice
for task-oriented conversation systems, using shallowly
understood information as part of the system output hampers the
player experience in an interactive drama.</p>
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