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Modeling Story Worlds in Ceptre


This tutorial will present Ceptre, a rule specification language that enables rapid prototyping of interactive story- telling games, with unique a affordances for domains involving procedural content generation and multi-agent interactions. Ceptre is based on a formal logic concerned with resource usage, and it enables practitioners and researchers to design, analyze, and debug generative, multi-agent gameplay systems. Ceptre includes programming idioms similar to parser interactive fiction authoring environments like Inform, but with fewer assumptions about the world (e.g. movement through space with an inventory) and the ability to express mechanics commonly found in non-text-based games. The audience will walk away with the ability to rapidly develop and tinker with ideas in interactive storytelling and games.

Speaker: Chris Martens


  1. Overview: what you can do with Ceptre
  2. Installation: download and run Ceptre
  3. Example I: interactive fiction
    1. Types and terms
    2. Stages and rules
    3. Setting up a map and items
    4. Movement, take, and drop
    5. Adding multiple players
  4. Example II: social simulation
    1. Gossip, insult, flirt, compliment
    2. Comfort, mourn... other story actions as needed
    3. Multiple stages and action/reaction agent architecture
  5. Discussion: what else Ceptre can be used for


Martens, C.: Ceptre: A language for modeling generative interactive systems. In: Proceedings of the 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. pp. 51–57 (2015)