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arXiv 1808.06217cs.AI
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让CONAN告诉你一个故事:程序化任务生成

Let CONAN tell you a story: Procedural quest generation

Carleton University(卡尔顿大学)

Vincent Breault, Sebastien Ouellet, Jim Davies

摘要:

这项工作提出了一个引擎,创造小说冒险叙事(柯南),这是一个程序性的追求发电机。它使用一种规划方法来生成故事。测试引擎创建任务的能力,任务是为了实现特定目标而必须执行的一系列操作,通常是为了获得奖励。该引擎接受世界描述,表示为一组事实,包括角色,位置和物品,并根据世界的状态和角色的偏好生成任务。我们通过对任务背后的动机进行分类来评估任务,基于完成任务所需的行动顺序。我们还比较了不同的世界描述,并分析了引擎产生的任务的动机的差异。与人类的任务结构分析相比,目前的引擎被发现能够复制商业视频游戏任务中的任务结构。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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