Procedural constrained story generation based on Propp's and Fabula models

Riccardo Cantoni, J. Essenziale, M. Pezzera, R. Mainetti, N. A. Borghese
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引用次数: 1

Abstract

Using narrative to increase engagement in serious games where the user is required to repeatedly interact with the same game for a long period of time, as in rehabilitative exer-games, could help in reducing the boredom inherent to the task. However, producing enough narrative content to cover long rehabilitation periods could require much effort from the authorial point of view. Having a tool that, given a wide enough knowledge base, can virtually produce an infinite set of stories, could greatly help in addressing this issue. For this reason, we explored the field of automatic story generation, designed and developed a multi-layered tool capable of automating the creation process of stories. The tool allows the user to define constraints at setup-time to ensure that a given set of events will appear in the generated story plot. These events may be mapped to specific serious games, making the resulting stories suitable, for instance, for integration in exer-games based rehabilitation platforms.
基于Propp和Fabula模型的程序约束故事生成
在要求用户长时间反复与同一款游戏互动的严肃游戏(游戏邦注:如恢复性运动游戏)中,使用叙述来增加用户粘性有助于减少任务固有的无聊感。然而,从作者的角度来看,制作足够的叙事内容来覆盖长期的康复期可能需要付出很大的努力。如果有一个工具,在拥有足够广泛的知识库的情况下,实际上可以产生无限的故事集,可以极大地帮助解决这个问题。为此,我们在故事自动生成领域进行了探索,设计并开发了一个能够自动生成故事的多层工具。该工具允许用户在设置时定义约束,以确保给定的事件集将出现在生成的故事情节中。这些事件可能会被映射到特定的严肃游戏中,使最终的故事适合于整合到基于运动游戏的康复平台中。
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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