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Procedural constrained story generation based on Propp's and Fabula models

机译:基于Propp和Fabula模型的程序约束故事生成

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Using narrative to increase engagement in serious games where the user is required to repeatedly interact with the same game for a long period of time, as in rehabilitative exer-games, could help in reducing the boredom inherent to the task. However, producing enough narrative content to cover long rehabilitation periods could require much effort from the authorial point of view. Having a tool that, given a wide enough knowledge base, can virtually produce an infinite set of stories, could greatly help in addressing this issue. For this reason, we explored the field of automatic story generation, designed and developed a multi-layered tool capable of automating the creation process of stories. The tool allows the user to define constraints at setup-time to ensure that a given set of events will appear in the generated story plot. These events may be mapped to specific serious games, making the resulting stories suitable, for instance, for integration in exer-games based rehabilitation platforms.
机译:在康复游戏中,在需要用户长时间与同一个游戏反复互动的严肃游戏中,使用叙述来增加参与度可能有助于减少任务固有的无聊感。但是,从作者的角度来看,要产生足够的叙事内容来覆盖较长的康复期,可能需要付出很多努力。拥有足够广泛的知识基础的工具,实际上可以产生无限的故事集,可以极大地帮助解决这一问题。因此,我们探索了自动故事生成的领域,设计并开发了一种能够自动执行故事创建过程的多层工具。该工具允许用户在设置时定义约束,以确保给定的事件集将出现在生成的故事情节中。这些事件可以被映射到特定的严肃游戏,从而使所产生的故事适合例如集成在基于游戏的康复平台中。

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