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Learning Player Preferences to Inform Delayed Authoring

机译:学习播放器偏好通知延迟创作

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Of all forms of Intelligent Narrative, interactive narratives are uniquely well-poised to benefit from player modelling techniques. Given the availability of immediate player feedback as interactions with the narrative's world, the traditional task of delayed authoring can be informed with the author's knowledge of which types of players might prefer each event; this allows generated narratives to dynamically adapt and fulfill the player preferences collected by the model. In this paper, we present PaSSAGE (Player-Specific Stories via Automatically Generated Events), our implementation of preference-informed delayed authoring in the setting of interactive entertainment. Recent results from a human user study with 101 participants indicate that for players with minimal previous gaming experience who found the game easy to follow, using our preference-informed techniques can improve their enjoyment of a computer role-playing game.
机译:在所有形式的智能叙事中,互动叙述是独特的准备,从玩家建模技术中受益。鉴于与叙述世界的互动的立即玩家反馈的可用性,可以告知延迟创作的传统任务,提交人知道哪种类型的参与者可能更喜欢每个活动;这允许生成的叙述动态调整和满足模型收集的玩家偏好。在本文中,我们介绍了段落(通过自动生成的事件的播放器故事),我们在交互式娱乐设置中实现了偏好信息的延迟创作。近期人类用户学习的结果与101名参与者表示,对于以前发现游戏的最小游戏体验的球员易于遵循,可以使用我们的偏好信息技术可以提高他们对计算机角色播放游戏的享受。

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