Open-World Narrative Generation to Answer Players' Questions

Cory Siler
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引用次数: 2

Abstract

Planning-based narrative generation is effective at producing stories with a logically-sound flow of events, but it can be limiting due to the rigidity of its constraints and the high burden on the domain author to define story-world objects, initial states, and author and character goals. Giving the system the freedom to add objects and events to the story-world history arbitrarily can improve variety and reduce authorial burden, but risks leading to stories that seem jarringly contrived to the audience. I propose to use question-answering as the antidote to contrivance in a highly-generative interactive narrative system: By modeling the player's beliefs about the story world, inferring the implicit questions the player may be asking through their interactions, and answering those questions in a way consistent with the player's prior knowledge, a system could focus on creating cohesion in the ways that matter most to the player while accepting a degree of contrivance in the details that the player is likely to overlook.
开放世界的叙事生成能够回答玩家的问题
基于计划的叙事生成能够有效地创造出具有逻辑上合理的事件流的故事,但由于其约束条件的刚性以及领域作者定义故事世界对象、初始状态以及作者和角色目标的沉重负担,它可能会受到限制。让系统自由地将对象和事件添加到故事中——世界历史——可以提高多样性并减轻作者的负担,但也有可能导致观众觉得故事过于做作。我建议在一个高度生成的互动叙事系统中,使用问答作为发明的解毒剂:通过模拟玩家对故事世界的信念,推断玩家在互动过程中可能会问的隐性问题,并以与玩家先前知识一致的方式回答这些问题,系统可以专注于以对玩家最重要的方式创造凝聚力,同时接受玩家可能忽略的细节中的一定程度的设计。
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