使用戏剧理论的自动互动叙事合成

Carlos Antonio Dominguez, Yuya Ichimura, Mubbasir Kapadia
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引用次数: 5

摘要

当前的自动叙事生成系统缺乏创作工具的模块化,也无法适应人类玩家与角色的互动,同时保持叙事的完整性。在本文中,我们提出了一个包含叙述、上升动作、高潮、下降动作和故事解决的故事逻辑形式体系,符合广泛建立和研究的Freytag叙事模型。使用计算工具,我们的系统能够自动合成基于叙事理论的故事。这些故事的逻辑表示被转换成等价的参数化行为树(PBT)表示,通过利用现有的角色动画工具来促进叙事的动画论述。接下来,我们通过引入叙事修正和推动,自动将这些被动叙事转变为互动叙事——这两种扩展既能保持叙事完整性,又允许玩家在故事的任何时刻控制任何角色,并自由地以自己认为合适的方式体验故事。我们的研究结果展示了利用计算智能进行自动交互式叙事合成的前景,同时在经典叙事理论中得到了牢固的建立。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automated interactive narrative synthesis using dramatic theory
Current systems for automatic narrative generation lack modularity in their authoring tools as well as the ability to accommodate a human player's interaction with the characters while simultaneously preserving narrative integrity. In this paper, we propose a logical formalism of a story that incorporates an exposition, rising action, climax, falling action, and a story resolution, conforming to the widely established and studied Freytag model of a narrative. Using computational tools, our system is able to automatically synthesize stories that are grounded in narrative theory. These logical representations of stories are transformed into its equivalent Parameterized Behavior Tree (PBT) representation to facilitate an animated discourse of the narrative by leveraging existing character animations tools. Next, we automatically transform these passive narratives into interactive narratives by introducing narrative revision and nudge -- two extensions that preserve narrative integrity while still allowing the player to assume control of any character at any point in the story, and the freedom to experience the story in any way he sees fit. Our results demonstrate the promise of leveraging computational intelligence for automated interactive narrative synthesis while being firmly established in classical narrative theory.
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