总结和比较故事计划

Adam Amos-Binks, David L. Roberts, R. Young
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引用次数: 11

摘要

分支故事游戏因根据用户行为调整故事内容,创造独特的游戏体验而广受欢迎。交互式叙事(in)的研究使用自动计划为给定的故事问题生成故事计划。然而,故事策划者可以生成多个故事计划方案,这些方案都同样满足故事问题定义,但包含不同的故事内容。故事内容的这些差异是理解故事问题解决方案空间中的故事分支的关键,然而我们缺乏叙事理论指标来比较故事计划。我们首先定义了一个故事计划总结模型来从故事计划中获取重要的故事语义,从而解决了这一差距。其次,我们定义了一个基于总结模型的故事计划比较度量。使用Glaive叙事计划和一个简单的故事问题,我们展示了使用总结模型和距离度量来描述故事问题解决空间中的不同故事分支的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Summarizing and Comparing Story Plans
Branching story games have gained popularity for creating unique playing experiences by adapting story content in response to user actions. Research in interactive narrative (IN) uses automated planning to generate story plans for a given story problem. However, a story planner can generate multiple story plan solutions, all of which equally-satisfy the story problem definition but contain different story content. These differences in story content are key to understanding the story branches in a story problem's solution space, however we lack narrative-theoretic metrics to compare story plans. We address this gap by first defining a story plan summarization model to capture the important story semantics from a story plan. Secondly, we define a story plan comparison metric that compares story plans based on the summarization model. Using the Glaive narrative planner and a simple story problem, we demonstrate the usefulness of using the summarization model and distance metric to characterize the different story branches in a story problem's solution space.
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