通过他人的视角来规划社会行动,从而形成突发故事

D. Carvalho, E. Clua, A. Paes
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摘要

故事已经成为游戏的重要元素,因为它们能够通过提供给玩家游戏的背景和动机而提升游戏的沉浸感。然而,尽管游戏具有互动性,但它们的故事通常不会考虑到玩家能够做出的每一个决定和/或行动,因为根据游戏规模,为所有玩家编写替代路线需要花费太多精力。为了使这些替代方案可行,一个有趣的解决方案是程序化地生成它们,这可以通过使用许多讲故事领域的作品所开发的故事生成方法来实现。其中一些方法是基于虚拟世界的模拟,在虚拟世界中,故事是通过让生活在这个世界中的角色努力实现他们的目标而产生的。由此产生的行动和世界的反应构成了最终的故事。因为动作是故事的基石,角色的表演能力是模拟生成潜力的决定性特征。例如,只有当角色能够相互欺骗时,才有可能产生带有欺骗的故事。允许代故事的角色能够操作、合作和其他社会行为通过积极使用别人会做什么基于他们所知道的,看到的,我们建议一个递归的规划方法处理的不确定性与故意出错感知他人的知识和模拟。为了测试我们的提议,我们开发了一个故事生成系统,并设计了一个改编自《小红帽》的世界作为测试场景。通过我们的方法,系统能够生成带有欺骗行为的连贯故事变体。
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Planning social actions through the others' eyes for emergent storytelling
Stories have become an important element of games, since they can increase their immersion level by giving the players the context and the motivation to play. However, despite the interactive nature of games, their stories usually do not develop considering every decision and/or action the players are capable of, because depending on the game size, it would take too much effort to author alternative routes for all of them. To make these alternatives viable, an interesting solution would be to procedurally generate them, which could be achieved by using the story generation approaches already developed by many works of the storytelling field. Some of these approaches are based on the simulation of virtual worlds, in which the stories are generated by making the characters that inhabit the worlds act trying to reach their goals. The resulting actions and the world's reactions compose the final story. Since the actions are the building blocks of the stories, the characters' acting capabilities are determinant features of the generation potential of simulations. For instance, it is only possible to generate stories with deception if the characters are capable of deceiving each other. To allow the generation of stories where the characters are capable of manipulation, cooperation and other social behaviors by actively using what the others will do based on what they know and see, we propose a recursive planning approach that deals with the uncertainty of the others' knowledge and with a purposely error-prone perception simulation. To test our proposal we developed a story generation system and designed an adaptation of Little Red Riding Hood world as test scenario. With our approach, the system was capable of generating coherent story variations with deceptive actions.
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