{"title":"模拟宗教的人工民俗","authors":"Jason Hall, Benjamin Williams, C. Headleand","doi":"10.1109/CW.2017.28","DOIUrl":null,"url":null,"abstract":"In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed in order to generate fables appropriate for each deities persona. The intention of this work is to generate fables which can be used to contextualize a given simulated culture's beliefs.","PeriodicalId":309728,"journal":{"name":"2017 International Conference on Cyberworlds (CW)","volume":"77 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Artificial Folklore for Simulated Religions\",\"authors\":\"Jason Hall, Benjamin Williams, C. Headleand\",\"doi\":\"10.1109/CW.2017.28\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed in order to generate fables appropriate for each deities persona. The intention of this work is to generate fables which can be used to contextualize a given simulated culture's beliefs.\",\"PeriodicalId\":309728,\"journal\":{\"name\":\"2017 International Conference on Cyberworlds (CW)\",\"volume\":\"77 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-09-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 International Conference on Cyberworlds (CW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CW.2017.28\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 International Conference on Cyberworlds (CW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CW.2017.28","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated. Using these values, a variety of deities were procedurally generated, each with their own reflected values and persona. A Context-Free Grammar is then traversed in order to generate fables appropriate for each deities persona. The intention of this work is to generate fables which can be used to contextualize a given simulated culture's beliefs.