Towards story-based content generation: From plot-points to maps

Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu
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引用次数: 20

Abstract

Some computer game genres require meaningful stories and complex worlds in order to successfully engage players. In this paper we look at a procedural approach to story-based map generation focusing on the tight relationship between stories and the virtual worlds where those stories will unfold. Our long term goal is to develop procedural content generation techniques that can produce maps supporting multiple stories. We present an approach that takes, as input, the specification of a story space as a collection of plot points. Causal relations between these plot points and spatial relationships between locations define different story and spatial structures. Our system generates multiple configurations of a map, determines the stories that are actually supported in each map, and evaluates their quality, in order to find maps that support high quality stories from a storytelling perspective.
面向基于故事的内容生成:从情节点到地图
有些电脑游戏类型需要有意义的故事和复杂的世界才能成功吸引玩家。在本文中,我们着眼于基于故事的地图生成的程序方法,重点关注故事与这些故事将展开的虚拟世界之间的紧密关系。我们的长期目标是开发程序内容生成技术,以生成支持多个故事的地图。我们提出了一种方法,将故事空间的规范作为情节点的集合作为输入。这些情节点之间的因果关系和地点之间的空间关系定义了不同的故事和空间结构。我们的系统生成地图的多种配置,确定每个地图中实际支持的故事,并评估它们的质量,以便从讲故事的角度找到支持高质量故事的地图。
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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