计算机角色扮演游戏中具有规范和偏好的灵活故事生成

Edward Booth, John Thangarajah, Fabio Zambetta
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引用次数: 0

摘要

互动故事叙述是桌面角色扮演游戏的一大优势,因为它们是由指导叙述和设计游戏场景的游戏大师(GM)推动的。实现的一个困难是创建这样一个代理可能需要大量的时间、精力和专业技能。本文为开发者提供了一种根据规范和偏好定义游戏行为来塑造叙事的方法。我们通过案例研究和用户实验对系统进行了评估,结果表明用户认为该系统既友好又适合游戏开发。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Flexible story generation with norms and preferences in computer role playing games
Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation is the large amount of time, effort and specialist skills that can be required for the creation of such an agent. This paper presents a method for developers to shape the narrative by defining game behaviour in terms of norms and preferences. The system was evaluated with both a case study and a user experiment that showed the users found the system to be both user friendly and suitable for development of games.
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