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Crafting Interactive Narrative Games with Adversarial Planning Agents from Simulations

机译:从模拟中制作互动叙事游戏的互动叙事游戏

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This paper describes Adversario, an implemented system for creating interactive narrative games centered around an adversarial planner directing autonomous agents to achieve goals that conflict with player goals. Through our implementation, we present a novel framework for creating interactive narrative games wherein the autonomous agents guided by the adversarial planner have rich and varied attributes derived from a complex social simulation. By doing this, we show that it is possible to craft interactive narrative games with a set of carefully curated domain actions to produce interactions in a procedurally generated world with rich characters. Our system bridges several gaps between interactive narrative game design, procedural content generation, and classical AI planning. We demonstrate this by transforming a simulation-planning based narrative generation system into a system for streamlining the process of crafting interactive narrative games involving rich procedurally generated agents.
机译:本文介绍了Adversario,该制定的制定互动叙事游戏的实施系统,以对抗普通人计划指导自治代理商,以实现与球员目标冲突的目标。通过我们的实施,我们为创建互动叙事游戏提供了一种新的框架,其中受体计划者引导的自主代理具有丰富和不同的属性,从复杂的社交模拟中得出。通过这样做,我们表明可以使用一组仔细策划的域名进行切换互动叙事游戏,以产生具有丰富字符的程序生成的世界中的交互。我们的系统桥接交互式叙事游戏设计,程序内容生成和古典AI规划之间的几个差距。我们通过将模拟规划的叙事生成系统转换为简化富含程序生成的药剂的制作叙事游戏的过程的系统来证明这一点。

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