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Analysis of ReGEN as a Graph-Rewriting System for Quest Generation

机译:ReGEN作为用于任务生成的图形重写系统的分析

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Using procedural narrative generation in video games provides a flexible way to extend game play and provide more depth to the game world at low cost to the developers. Current examples of narrative generation in commercial games, however, tend to be simplistic, resulting in repetitive and uninteresting stories. In this paper, we develop a system for narrative generation using a context-aware graph-rewriting framework. We use a graph representation of the game world to create narratives which reflect and modify the current world state. Using a novel set of metrics to evaluate narrative quality, we validate our approach by comparing our generated narratives to other procedurally generated stories, as well as to authored narratives from commercially successful and critically praised games. The results show that our narratives compare favorably to the authored narratives. Our metrics provide a new approach to narrative analysis, and our system provides a unique and practical approach to story generation.
机译:在视频游戏中使用过程性叙事生成提供了一种灵活的方式来扩展游戏玩法,并以较低的开发人员成本向游戏世界提供更多的深度。然而,当前商业游戏中叙事产生的例子往往过于简单,从而导致重复且无趣的故事。在本文中,我们开发了一个使用上下文感知图重写框架进行叙事生成的系统。我们使用游戏世界的图形表示来创建叙述,以反映和修改当前的世界状态。通过使用一套新颖的指标来评估叙事质量,我们通过将生成的叙事与其他程序生成的故事以及商业上成功且广受好评的游戏的创作叙事进行比较,从而验证了我们的方法。结果表明,我们的叙事要优于作者的叙事。我们的指标提供了一种叙事分析的新方法,而我们的系统提供了一种独特而实用的故事生成方法。

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