交互式故事叙述中持续变化的非确定性时间规划模型

Paulo Abelha, V. Gottin, A. Ciarlini, Eric T. Araujo, A. Furtado, B. Feijó, Fabio A. Guilherme da Silva, C. Pozzer
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引用次数: 5

摘要

在本文中,我们提出了一种用于交互式故事叙述系统中实时生成叙事的时间规划模型。该模型考虑了连续的分支时间和定义为叙事戏剧性属性(如快乐或紧张)的时间公式的约束规范。为了解决实时生成问题,戏剧性的属性被建模为线性变化,事件经过预处理阶段。作为概念的证明,该模型被整合到现有的故事叙述系统LOGTELL中,该系统提供了一种逻辑指定类型的方法;允许用户互动影响展开叙事中的事件;并在3D计算机图形世界中戏剧化了这个故事。为了说明叙事的生成,我们以《剑与龙》类型为例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling
In this paper, we propose a temporal planning model for real-time generation of narratives in Interactive Storytelling systems. The model takes into account continuous branched time and the specification of constraints defined as temporal formulae over dramatic properties of the narrative (e.g. joy or tension). In order to address real-time generation, dramatic properties are modeled as varying linearly and events go through a preprocessing stage. As proof of concept, the model is incorporated into an existing storytelling system, LOGTELL, which provides a way to logically specify genres; allows user interaction to influence events in the unrolling narrative; and dramatizes the story in a 3D computer graphics world. To illustrate the generation of narratives, we present a simple narrative example in the Swords and Dragons genre.
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