{"title":"Minuano:基于模糊逻辑的戏剧管理器","authors":"Marcio Ribeiro Justo, João Ricardo Bittencourt","doi":"10.1109/SBGAMES.2011.30","DOIUrl":null,"url":null,"abstract":"This paper describes Minuano - a fuzzy-logic-based drama management architecture model for interactive storytelling. Minuano uses Freytag's dramatic analysis, Tobias' master plots and Vogler's archetypes as rule source for beat generation. This architecture maintains story consistency using Fuzzy Logic for character selection, act transition and tension level. This model was implemented in a Java prototype, using XML for story world specification, JSON for scenario description and FuzzyF as rule base and inference engine for the drama manager. A case study was created with a Brazilian southern legend called Negrinho do Pastoreio, adapted for Minuano story world model, and rules extracted from Tobias' Underdog plot. Three tests are performed to evaluate drama manager influence over beat generation. In first test, with significant player actions, the drama manager creates beats with tension levels oscillating similarly to Freytag's dramatic arc, taking story forward. In second test, story stagnates because the drama manager try to advance story through conflict - selecting antagonistic characters â\" but player select only minor actions and tension level never rises. The final test is a combination of the first two tests: drama manager advances story thanks to significant player actions, but from Crisis to end, player takes only minor actions and drama manager can't advance the story: tension level ceases to growing up and story stagnates. We expect that this architecture can integrate stories and games consistently creating emergent stories from a limited set of beats and rules.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Minuano: A Fuzzy-Logic-Based Drama Manager\",\"authors\":\"Marcio Ribeiro Justo, João Ricardo Bittencourt\",\"doi\":\"10.1109/SBGAMES.2011.30\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes Minuano - a fuzzy-logic-based drama management architecture model for interactive storytelling. Minuano uses Freytag's dramatic analysis, Tobias' master plots and Vogler's archetypes as rule source for beat generation. This architecture maintains story consistency using Fuzzy Logic for character selection, act transition and tension level. This model was implemented in a Java prototype, using XML for story world specification, JSON for scenario description and FuzzyF as rule base and inference engine for the drama manager. A case study was created with a Brazilian southern legend called Negrinho do Pastoreio, adapted for Minuano story world model, and rules extracted from Tobias' Underdog plot. Three tests are performed to evaluate drama manager influence over beat generation. In first test, with significant player actions, the drama manager creates beats with tension levels oscillating similarly to Freytag's dramatic arc, taking story forward. In second test, story stagnates because the drama manager try to advance story through conflict - selecting antagonistic characters â\\\" but player select only minor actions and tension level never rises. The final test is a combination of the first two tests: drama manager advances story thanks to significant player actions, but from Crisis to end, player takes only minor actions and drama manager can't advance the story: tension level ceases to growing up and story stagnates. 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引用次数: 1
摘要
本文描述了一种基于模糊逻辑的交互式叙事戏剧管理体系结构模型Minuano。米努安诺将弗雷塔格的戏剧分析、托比亚斯的主要情节和沃格勒的原型作为“垮掉的一代”的规则来源。这个架构使用模糊逻辑来保持故事的一致性,包括角色选择、行为过渡和紧张程度。该模型在Java原型中实现,使用XML作为故事世界规范,使用JSON作为场景描述,使用FuzzyF作为规则库和戏剧管理器的推理引擎。案例研究以巴西南部传说Negrinho do Pastoreio为例,改编为Minuano故事世界模型,并从Tobias的Underdog情节中提取规则。进行了三个测试来评估戏剧经理对节拍产生的影响。在第一次测试中,对于玩家的重大行动,戏剧经理创造了带有紧张程度的节奏,与Freytag的戏剧弧线类似,推动故事向前发展。在第二个测试中,故事停滞不前,因为戏剧经理试图通过冲突来推进故事——选择敌对角色,但玩家只选择次要行动,紧张程度从未上升。最后一个测试是前两个测试的结合:戏剧经理通过重要的玩家行动推进故事,但从《危机》到最后,玩家只采取次要的行动,而戏剧经理无法推进故事:紧张程度停止增长,故事停滞不前。我们希望这种架构能够整合故事和游戏,并从有限的节奏和规则中创造出意外的故事。
This paper describes Minuano - a fuzzy-logic-based drama management architecture model for interactive storytelling. Minuano uses Freytag's dramatic analysis, Tobias' master plots and Vogler's archetypes as rule source for beat generation. This architecture maintains story consistency using Fuzzy Logic for character selection, act transition and tension level. This model was implemented in a Java prototype, using XML for story world specification, JSON for scenario description and FuzzyF as rule base and inference engine for the drama manager. A case study was created with a Brazilian southern legend called Negrinho do Pastoreio, adapted for Minuano story world model, and rules extracted from Tobias' Underdog plot. Three tests are performed to evaluate drama manager influence over beat generation. In first test, with significant player actions, the drama manager creates beats with tension levels oscillating similarly to Freytag's dramatic arc, taking story forward. In second test, story stagnates because the drama manager try to advance story through conflict - selecting antagonistic characters â" but player select only minor actions and tension level never rises. The final test is a combination of the first two tests: drama manager advances story thanks to significant player actions, but from Crisis to end, player takes only minor actions and drama manager can't advance the story: tension level ceases to growing up and story stagnates. We expect that this architecture can integrate stories and games consistently creating emergent stories from a limited set of beats and rules.