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The Omni Framework: A Destiny-Driven Solution to Dynamic Quest Generation in Games

机译:Omni框架:在游戏中动态任务生成的命运驱动的解决方案

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Video games have had the capability to generate dynamic quests for years. Such quests are generally generated from tables of values or randomly assigning properties without properly regarding player progress, situation, or preference. This paper proposes a framework, called Omni framework, for creating quests that are dynamic and contextually linked by incorporating player statistics and play-style. The core of th framework is the Destiny Concept - the idea that a player's `destiny' can be uniquely `discovered' and followed throughout the game, rather than scripted.
机译:视频游戏有能力多年来产生动态任务。这种任务通常是从值表或随机分配的属性生成而不适当地关于玩家进度,情况或偏好。本文提出了一种框架,称为OMNI框架,以创建通过合并玩家统计和播放风格的动态和上下文链接的任务。 Th框架的核心是命运概念 - 玩家的“命运”可以唯一地“发现”并遵循整个游戏,而不是脚本。

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