故事设计师:创造叙事结构的混合工具

Alberto Alvarez, J. Font, J. Togelius
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引用次数: 2

摘要

叙述是游戏的主要组成部分,它们的设计在识别、编码、解释、评估和生成叙述时都具有挑战性。解决这一问题的一种方法是在更抽象的层面(如叙事结构)进行叙事设计。本文介绍了Story Designer,这是一款基于进化地下城设计师(Evolutionary Dungeon Designer, EDD)的混合创新叙事结构工具,它使用许多媒体类型中的比喻和叙事惯例来设计这些结构。故事设计师使用比喻作为叙事设计师的构建块,通过将它们连接在称为叙事图的图形结构中来组成完整的叙事结构。我们的混合主动方法让设计师手动创建他们的叙事图表,并为这些图表提供一个潜在的进化算法,使用MAP-Elites创建质量多样化的建议。建议以视觉形式呈现,供设计师进行比较和评估,然后可以将其纳入进一步的手册版本的设计中。同时,我们将EDD内设计的关卡作为叙述结构的约束,将关卡设计和叙述结合在一起。我们评估了这些约束的影响以及系统的适应性和表现力,从而创造出一种将关卡设计与叙事相结合的叙事结构的潜在工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.
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