从平面规划到导航概念:基于文本的游戏自动生成

R. Arabsheibani, E. Hamzei, Kimia Amoozandeh, S. Winter, M. Tomko
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引用次数: 0

摘要

摘要基于文本的游戏是这样一种环境,在这种环境中,定义世界、向玩家呈现世界以及代理与环境的互动都是通过文本进行的。基于文本的游戏通过口头引用的概念呈现出抽象的、可执行的室内空间表征。然而,由于缺乏对复杂空间分解和空间交互概念的支持,基于文本的游戏表现现实世界复杂室内环境的能力目前受到限制。本文以Microsoft TextWorld游戏平台为例,提出了一种将真实世界的几何平面图信息自动映射到基于文本的游戏环境概念的程序。为了捕捉室内空间的复杂性,我们在理论导航概念的支持下丰富了现有的TextWorld概念。我们首先使用骨架分解室内空间,然后确定正式的空间概念和它们之间的关系。我们通过扩展语法进一步增强了支持的代理交互范围,包括以自我为中心的导航指令。我们在疏散场景中演示和讨论这些新功能。我们的实现扩展了TextWorld的功能,为空间研究提供了一个研究测试平台,包括符号空间建模、与室内空间的交互、基于代理的机器学习和语言处理任务。
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From Floorplan to Navigation Concepts: Automatic Generation of Text-based Games
Abstract. Text-based games are environments in which defining the world, the representation of the world to the player (hereafter, agent) and agent interactions with the environment are all through text. Text-based games expose abstract, executable representations of indoor spaces through verbally referenced concepts. Yet, the ability of text-based games to represent indoor environments of real-world complexity is currently limited due to insufficient support for complex space decomposition and space interaction concepts. This paper suggests a procedure to automate the mapping of real-world geometric floorplan information into text-based game environment concepts, using the Microsoft TextWorld game platform as a case. To capture the complexities of indoor spaces, we enrich existing TextWorld concepts supported by theoretical navigation concepts.We first decompose indoor spaces using skeletonization, and then identify formal space concepts and their relationships. We further enhance the spectrum of supported agent interactions with an extended grammar, including egocentric navigation instructions. We demonstrate and discuss these new capabilities in an evacuation scenario. Our implementation extends the capabilities of TextWorld to provide a research testbed for spatial research, including symbolic spatial modelling, interaction with indoor spaces, and agent-based machine learning and language processing tasks.
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