Let CONAN tell you a story: Procedural quest generation
  This work proposes an engine for the Creation Of Novel Adventure Narrative
(CONAN), which is a procedural quest generator. It uses a planning approach to
story generation. The engine is tested on its ability to create quests, which
are sets of actions that must be performed in order to achieve a certain goal,
usually for a reward. The engine takes in a world description represented as a
set of facts, including characters, locations, and items, and generates quests
according to the state of the world and the preferences of the characters. We
evaluate quests through the classification of the motivations behind the
quests, based on the sequences of actions required to complete the quests. We
also compare different world descriptions and analyze the difference in
motivations for the quests produced by the engine. Compared against human
structural quest analysis, the current engine was found to be able to replicate
the quest structures found in commercial video game quests.
