Using Planning with Action Preference in Story Generation

Xiaobo Li, S. Paracha, Jiao Wu, O. Yoshie
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引用次数: 2

Abstract

Nowadays, plenty of researches focus on story generation which is widely used in computer games, education and training applications. It is highly desirable that the generated story should afford high user agency and at same time having capabilities to address user's interventions. In this paper, we apply planning, which is derived from artificial intelligence, to achieve this objective. With the use of planning, several solutions are produced, which contains a sequence of user's and system agents' actions. In addition, we propose the concept of Action Preference, which takes into account user's feedbacks, to evaluate all of the solutions after planning. Meanwhile a variant of hyperbolic tangent is utilized to calculate Action Preference. In order to evaluate its feasibility, an educational game was implemented on the basis of story generation. That result proves that planning with Action Preference is an effective approach in story generation.
在故事生成中使用计划和行动偏好
故事生成在电脑游戏、教育培训等领域有着广泛的应用,是目前研究的热点。生成的故事应该能够提供较高的用户代理,同时具有解决用户干预的能力,这是非常可取的。在本文中,我们应用规划,这是源自人工智能,以实现这一目标。通过使用计划,可以生成若干解决方案,其中包含一系列用户和系统代理的操作。此外,我们提出了Action Preference的概念,它考虑了用户的反馈,在规划后评估所有的解决方案。同时利用双曲正切的一种变体来计算动作偏好。为了评估其可行性,在故事生成的基础上实现了一款教育类游戏。结果表明,基于行动偏好的故事生成方法是一种有效的故事生成方法。
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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