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arXiv 2007.06108cs.AI
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Tabletop Roleplaying Games as Procedural Content Generators

University of Alberta(阿尔伯塔大学);University of California, Santa Cruz(加利福尼亚大学圣克鲁兹分校);Queen Mary University of London(伦敦玛丽女王大学);Södertörn University(瑟德通大学);University of Malta(马耳他大学);Georgia Institute of Technology(佐治亚理工学院)

Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan

英文摘要:

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces, expressive range analysis, and generative pipelines -- to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.

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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