基于语义网和Prolog的动态游戏内容模型

Sarah Mattos Tabosa de Almeida, Gabriel Montoto Dutra, G. Fernandes, Jose Ricardo da Silva Junior
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引用次数: 0

摘要

开发电子游戏内容的一个常见方法是静态地定义它。内容通常是在游戏概念布局期间创造的,目的是为了更好地控制决策和故事方向,而没有太多的空间用于突发叙事。对于教育类游戏,叙事可能会因为新的科学发展而变得过时,并且在结束后可能具有较低的重玩价值。在本文中,我们提出了一个能够使用语义网收集数据的框架,以便作为创建关系的基础。为此,我们使用Prolog并根据从语义网收集的数据定义事实和规则。所建议的方法遵循服务器-客户机体系结构,允许多个客户机处理不同的数据域和关系。为了评估我们的方法,我们开发了Dyna Quiz,这是一款类似琐事的游戏,它通过自定义事实和规则使用从语义网动态生成的内容,并考虑了四个领域主题(国家、电影、星球和体育)。此外,我们评估了它在网络上的延迟,并表明使用本地网络一次执行100个推理只需不到8毫秒,这足以为最终用户提供不间断的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Model for Dynamic Game Content Using Semantic Web and Prolog
A common approach for developing video game content is to define it statically. The content is normally created during the game concept layout in order to enable fine control over decisions and story direction, without much space for emergent narrative. For educational games, the narrative can become outdated due to new scientific developments, and may have a low replay value after its concluded. In this paper, we propose a framework capable of collecting data using the semantic web in order to be used as a basis for creating relationships. To do so, we employ Prolog and define facts and rules based on data collected from the semantic web. The proposed approach follows the server-client architecture, allowing multiple clients to work on different data domains and relationships. To evaluate our approach, we developed Dyna Quiz, a trivia-like game that uses dynamically generated content from the semantic web through custom facts and rules considering four domain topics (country, movie, planet, and sport). In addition, we evaluate its latency over network and showed that it takes less than 8 milliseconds to perform 100 inferences at once using a local network, which is sufficient to provide an uninterrupted experience to the final user.
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