突发故事叙事社会规划中的感知模拟

D. Carvalho, E. Clua, A. Paes
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引用次数: 1

摘要

游戏的沉浸感是影响游戏质量的主要因素之一。沉浸感越强,玩家与游戏的联系就越紧密。为了增加沉浸感,许多游戏尝试着调整故事,至少创造一种错觉,即玩家的行动和决定在引导着故事。然而,这种调整通常是有限的,因为为每个玩家的行动创造故事变体是不可行的。一个可能的解决方案是,让游戏本身在玩家玩游戏的过程中产生故事,这在故事叙述领域得到了研究。生成故事的主要方法之一是基于模拟虚拟世界,其中居住着代理来模仿他们的角色。虽然故事经常依赖于人物的误解和知识的缺失来发展有趣的情境,但文学作品中大多数讲故事的方法都是基于正确和完美的推理。因此,他们不太可能根据错误来制定方案。在本文中,我们增强了一种感知模拟方法,该方法允许角色通过处理不确定性和其他人的知识的推理过程做出错误但连贯的选择。我们的主要目标是开发基于仿真系统的故事生成能力。作为测试场景,我们重新创造了《小红帽》的故事世界,在这个世界中,我们的方法生成了连贯的故事变体,其中角色根据感知做出决定,而不是重复使用预定义的脚本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perception simulation in social planning for emergent storytelling
The immersion level of a game is one of the main factors that affect its quality. The higher the immersion, the more connected to the game the player feels. To increase immersion, a number of games try to adapt the story to at least create the illusion that the player's actions and decisions are guiding it. However, this adaptation is often limited, since creating story variations to each of the player's actions would be infeasible. One possible solution, which has been studied in the storytelling area, is to allow the game itself to generate its story as it is being played. One of the main methods for generating stories is based on simulating virtual worlds inhabited with agents to impersonate their characters. Although stories frequently rely on their characters' misunderstandings and knowledge failures to develop interesting situations, most storytelling approaches available in the literature are based on correct and perfect reasoning. As such, they are less likely to make scenarios based on mistakes to emerge. In this paper we enhance a perception simulation method, that allows characters to make wrong but coherent choices, with a reasoning process that deals with uncertainty and the knowledge of the others. Our main goal is to develop story generation capacity in simulation based systems. As test scenario we recreated Little Red Riding Hood story world, with which our method generated coherent variations of the story, where characters made decisions based on perception without recurring to predefined scripts.
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