Loading the document
1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
The paper by Clark Verbrugge and Peng Zhang of McGill University presents a formal reachability analysis system for interactive fiction (IF) game narratives, written in the PNFG language. The method is an exhaustive, depth-first search of narrative states, optimized with dataflow techniques borrowed from compiler optimization. The authors focus on winnability, meaning the path to win the game, and benchmark the system on six narratives: two chapters of the commercial game Return to Zork, and four amateur narratives written by students as a course assignment. The benchmarks range from 387 to 1,472 lines of code, with 8 to 22 rooms each.
The optimized search was measured by timing how long it took to find the first winning solution, averaged over 10 attempts per depth, with a 5-minute limit per search (6 minutes for DPRYKH). The authors report that the approach finds solutions within these bounds for all benchmarks at most search depths. The DPRYKH benchmark was the most challenging because of its many global commands and resulting large branching factor. Average branching factor dropped from 69 to 44 for DPRYKH, and from 122 to 10 for RTZ Chapter 2.
An unexpected result was that search times often decreased as maximum search depth increased. The authors attribute this partly to minimum-length solutions being rare.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026