A New Approach to Creating a Corpus of Video Game Texts

IF 0.5 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS
N. R. Nurlygaianov, V. V. Kugurakova
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引用次数: 0

Abstract

The problem of high and increasing cost of video game development is considered, and to solve it is proposed to apply procedural content generation, which will reduce development costs. The work is a part of a large-scale research on automatic prototyping of video games and is devoted to the processing of game scenarios, i.e. natural language texts. It is proposed to extract the necessary entities from the scripts and pass them to further steps of the algorithm, which will generate game resources based on the textual descriptions. There are several publications devoted to game text processing, in which several different structures for storing the extracted information are proposed. In this paper we propose a universal format that is suitable for processing the text of any video game and allows to create a corpus of texts for use in further research and automatic generation of game prototypes.

Abstract Image

创建电子游戏文本语料库的新方法
针对电子游戏开发成本高且不断增加的问题,提出了应用程序内容生成来降低开发成本的方法。这项工作是电子游戏自动原型大规模研究的一部分,致力于游戏场景的处理,即自然语言文本。建议从脚本中提取必要的实体,并将其传递给算法的进一步步骤,算法将根据文本描述生成游戏资源。有一些出版物致力于游戏文本处理,其中提出了几种不同的存储提取信息的结构。在本文中,我们提出了一种适用于处理任何电子游戏文本的通用格式,并允许创建用于进一步研究和自动生成游戏原型的文本语料库。
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来源期刊
AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS
AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS COMPUTER SCIENCE, INFORMATION SYSTEMS-
自引率
40.00%
发文量
18
期刊介绍: Automatic Documentation and Mathematical Linguistics  is an international peer reviewed journal that covers all aspects of automation of information processes and systems, as well as algorithms and methods for automatic language analysis. Emphasis is on the practical applications of new technologies and techniques for information analysis and processing.
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