Implementation and Analysis of a Non-deterministic Drama Manager

Milo N. R. Utsch, G. Pappa, L. Chaimowicz
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引用次数: 2

Abstract

Adaptive interactive storytelling is a resource used to guide the player through the game narrative in a way he/she can understand, in his/her own unique way, the multifaceted nature of the story being told. In interactive storytelling, the player is presented with a set of options to help direct the narrative, and the Drama Manager (DM) is responsible for controlling the narrative trajectories the user will experience. This work proposes a DM based on a genetic algorithm, which will be able to present non-deterministic plot lines to the player, increasing replayability. The proposed DM will follow the Anthropological Structures of the Imaginary proposed by Durand to guide the narrative, which will be the basis for a player model. Experiments were performed both with synthetic datasets as well as eleven players. The results show the GA finds subsets of plot lines that are not far from the optimum while increasing replayability. Qualitative analyses of the players preference considering the three regiments that defined Durand’s theory show it is appropriate to model the players preferences in interactive storytelling.
非确定性戏剧管理器的实现与分析
适应性互动故事叙述是一种资源,能够引导玩家以自己独特的方式理解游戏故事的多面性。在互动式故事叙述中,玩家将面对一系列帮助引导叙事的选择,而戏剧经理(DM)则负责控制用户将体验到的叙事轨迹。这项工作提出了一种基于遗传算法的DM,它将能够向玩家呈现不确定的情节线,从而提高重玩性。提议的DM将遵循Durand提出的虚构的人类学结构来指导叙事,这将是玩家模型的基础。实验是在合成数据集和11个参与者的情况下进行的。结果表明,遗传算法在提高重玩性的同时,找到了离最优值不远的情节子集。考虑到Durand理论中定义的三个群体,对玩家偏好的定性分析表明,在互动故事中建立玩家偏好模型是合适的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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