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Multiagent Narrative Experience Management as Story Graph Pruning
IEEE Transactions on Games ( IF 2.3 ) Pub Date : 2022-06-08 , DOI: 10.1109/tg.2022.3177125
Stephen G. Ware 1 , Edward Garcia 2 , Mira Fisher 3 , Alireza Shirvani 3 , Rachelyn Farrell 3
Affiliation  

In interactive narratives, experience management is used to control the world and the nonplayer characters (NPCs) a player interacts with, encouraging particular types of stories or discouraging others. The space of all stories in a narrative can be understood as a story graph, with story states as nodes and actions in the story as directed edges. In this article, we present experience management as a graph pruning problem. Starting with the full story graph, edges representing NPC actions may be pruned until there is at most one action per NPC per state. With the full graph available, the choice of what to prune may consider all possible futures, and we can ensure that undesirable stories are not reachable. By never pruning player actions, we ensure the player may make any choice and still be accommodated in the story. When this method was used to manage the story of an adventure game, players found our technique generally produced higher agency and more-believable NPC behaviors than a control. Finally, we discuss scaling the results of this method for practical use.

中文翻译:

作为故事图修剪的多主体叙事体验管理

在交互式叙事中,体验管理用于控制世界以及与玩家交互的非玩家角色 (NPC),鼓励特定类型的故事或阻止其他类型的故事。叙事中所有故事的空间可以理解为故事图,其中故事状态为节点,故事中的动作为有向边。在本文中,我们将体验管理作为图修剪问题来呈现。从完整的故事图开始,可以修剪代表 NPC 动作的边,直到每个 NPC 每个状态至多有一个动作。有了完整的图表,选择要修剪的内容可以考虑所有可能的未来,并且我们可以确保无法访问不需要的故事。通过从不修剪玩家的行为,我们确保玩家可以做出任何选择,并且仍然适应故事。当这种方法用于管理冒险游戏的故事时,玩家发现我们的技术通常比对照技术产生更高的代理性和更可信的 NPC 行为。最后,我们讨论缩放该方法的结果以供实际使用。
更新日期:2022-06-08
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