4,646 research outputs found
Bringing Stories Alive: Generating Interactive Fiction Worlds
World building forms the foundation of any task that requires narrative
intelligence. In this work, we focus on procedurally generating interactive
fiction worlds---text-based worlds that players "see" and "talk to" using
natural language. Generating these worlds requires referencing everyday and
thematic commonsense priors in addition to being semantically consistent,
interesting, and coherent throughout. Using existing story plots as
inspiration, we present a method that first extracts a partial knowledge graph
encoding basic information regarding world structure such as locations and
objects. This knowledge graph is then automatically completed utilizing
thematic knowledge and used to guide a neural language generation model that
fleshes out the rest of the world. We perform human participant-based
evaluations, testing our neural model's ability to extract and fill-in a
knowledge graph and to generate language conditioned on it against rule-based
and human-made baselines. Our code is available at
https://github.com/rajammanabrolu/WorldGeneration
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Modeling and formal verification of gaming storylines
Video games are becoming more and more interactive with increasingly complex plots. These plots typically involve multiple parallel storylines that may converge and diverge based on player actions. This may lead to situations that are inconsistent or impassable. Current techniques for planning and testing game plots involve naive means such as text documents, spreadsheets, and critical path testing. Recent academic research [1] [2] [3] examines the design planning problems, but neglect testing and verification of the possible plot lines. These complex plots have thus until now been handled inadequately due to a lack of a formal methodology and tools to support them. In this dissertation, we describe how we develop methods to 1) characterize storylines (SChar), 2) define a storyline description language (SDL), and 3) create a storyline verification tool based in formal verification techniques (StoCk) that use our SDL as input. SChar (Storyline Characterization) help game developers characterize the category of story line they are working on (e.g. linear, branching and plot) through a tool that give a set of guided questions. Our SDL allows its users to describe storylines in a consistent format similar to how they reason about storylines, but in such a way that it can be used for formal verification. StoCk accepts storylines, described in SDL, to be formally verified using SPIN for errors. StoCk is also examined in three common use cases found in the gaming industry used as a tool 1) during storyline creation 2) during quality assurance and 3) during storyline implementation. The combination of SChar, SDL, and StoCk provides designers, writers, and developers a novel methodology and tools to verify consistency in large and complex game plots.Electrical and Computer Engineerin
Automation of play:theorizing self-playing games and post-human ludic agents
This article offers a critical reflection on automation of play and its significance for the theoretical inquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of videogames, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games
Data-driven design : a case for maximalist game design
Maximalism in art refers to drawing on and combining
multiple different sources for art creation, embracing
the resulting collisions and heterogeneity. This paper
discusses the use of maximalism in game design
and particularly in data games, which are games that
are generated partly based on open data. Using Data
Adventures, a series of generators that create adventure
games from data sources such as Wikipedia and Open-
StreetMap, as a lens we explore several tradeoffs and
issues in maximalist game design. This includes the tension
between transformation and fidelity, between decorative
and functional content, and legal and ethical issues
resulting from this type of generativity. This paper
sketches out the design space of maximalist data-driven
games, a design space that is mostly unexplored.peer-reviewe
Frog Adventure: 2D Based Platformer Game Design with HTML5
A game is an activity or form of entertainment that involves players in a structured system of rules. Typically, games involve clear goals, challenges, interaction, and decision making by players. Games can be played individually or in groups, either physically or via electronic media such as computers, game consoles, or mobile devices. This report provides in-depth information about the game "Frog Adventure" by choosing Javascript as the main programming language, as well as notepad++ for the code editor container to help create the designed game. The aim of making this game is to fulfill the final assignment in the Game Development course. "Frog Adventure" is a game that combines friendly gameplay, attractive graphics and positive user experience. This information provides a better understanding of the game's strengths and weaknesses, as well as suggestions for future development
Data-driven Design: A Case for Maximalist Game Design
Maximalism in art refers to drawing on and combining multiple different
sources for art creation, embracing the resulting collisions and heterogeneity.
This paper discusses the use of maximalism in game design and particularly in
data games, which are games that are generated partly based on open data. Using
Data Adventures, a series of generators that create adventure games from data
sources such as Wikipedia and OpenStreetMap, as a lens we explore several
tradeoffs and issues in maximalist game design. This includes the tension
between transformation and fidelity, between decorative and functional content,
and legal and ethical issues resulting from this type of generativity. This
paper sketches out the design space of maximalist data-driven games, a design
space that is mostly unexplored.Comment: 9 pages, 2 Figures, Accepted in ICCC 201
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