Most of what I made in grad school were games, and most of what I made in undergrad were stories.  But I’ve also written some pieces of a more strictly academic bent:

Quicksilver: Infinite Story: Procedurally Generated Episodic Narratives For Gameplay
(USC Library)
My graduate thesis describes the Phoenix Engine, a procedural narrative program that can create premises and full screenplays of a cartoon adventure show.  Writing the story engine was the easy part – the thesis also describes my travails in making it into a full game.

Ensemble: A Computer-Aided Story System
(Video @UHM)
What if a video game could understand your character’s custom backstory, and tie it into the game’s events and setting?  What if a computer could perform the role of a good DM, and find ways to connect characters’ backstories?  Co-authored with Joe Osborn, Ensemble is an interface for encoding and connecting stories.  Winner of the Viewer’s Choice Award for Best Presentation at the 2011 USC Annenberg Graduate Fellowship Symposium.

A Survey of Algorithmic Narrative Generation
(PDF here)
Before I could write my own procedural narrative systems, I first had to research what was already out there.  This fairly exhaustive survey was my undergraduate computer science thesis.  It’s somewhat out of date (written in 2009), but if you’re curious about the ways in which people have tried to get computers to tell stories, this’ll give you some grounding.