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Planning-Based Narrative Generation in Simulated Game Universes

机译:模拟游戏宇宙中基于计划的叙事生成

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An agent-based social simulation is one way to add a story to simulated game universes within the game mechanics while preserving the autonomy of nonplay characters (NPCs). In this paper, we add a social reasoning element behind NPC actions to make their plans more story like. An AI planner is developed to combine plan search and logic inference about others' minds. An NPC agent equipped with the planner uses actions to change others' minds, and uses such mental changes to achieve its goal. We review the question of whether stories do arise from agent-based simulations by examining actual narrative segments generated by our NPC agents, and by an experimental exploration of the frequencies and lengths of narrative segments. A story facilitator, named divine intervention operator service (DIOS), makes stories happen when they are impossible via on-the-fly adjustment of character personalities.
机译:基于代理的社交模拟是一种将故事添加到游戏机制中的模拟游戏世界中,同时保留非游戏角色(NPC)自治权的方法。在本文中,我们在人大行动之后添加了社会推理元素,以使他们的计划更具故事性。开发了一个AI计划器,将计划搜索和关于他人思想的逻辑推理相结合。配备了计划程序的NPC代理使用动作来改变他人的思想,并使用这种思想上的改变来实现其目标。我们通过检查由NPC代理生成的实际叙事片段,以及对叙事片段的频率和长度的实验探索,来审查故事是否确实来自基于代理的模拟。一个称为故事主持人服务(DIOS)的故事主持人通过动态调整角色个性来使故事在不可能的情况下发生。

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