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Modeling interactive storytelling genres as application domains

机译:将交互式讲故事类型建模为应用程序域

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In this paper, we introduce a formalism to specify interactive storytelling genres in the context of digital entertainment, adopting an information systems approach. We view a genre as a set of plots, where a plot is a partially ordered sequence of events, taken from a fixed repertoire. In general, the specification of a genre should allow to determine whether a plot is a legitimate representative of the genre, and also to generate all plots belonging to the genre. The formalism divides the specification of a genre into static, dynamic and behavioral schemas, that reflect a plan recognition/plan generation paradigm. It leads to executable specifications, supported by LOGTELL, a prototype tool that helps users generate, modify and reuse plots that follow a genre specification. To illustrate the use of the formalism, we specify a simple Swords & Dragons genre and show plots generated by the tool.
机译:在本文中,我们采用一种信息系统方法,介绍了一种形式主义,以在数字娱乐环境中指定交互式叙事类型。我们将流派视为一组情节,其中情节是事件的部分排序的序列,取自固定曲目。通常,一种类型的规范应允许确定某个情节是否是该类型的合法代表,并且还可以生成属于该类型的所有情节。形式主义将流派的规范分为静态,动态和行为模式,这些模式反映了计划识别/计划生成范例。它会产生可执行规范,并由LOGTELL支持,LOGTELL是一种原型工具,可帮助用户生成,修改和重用遵循类型规范的图。为了说明形式主义的用法,我们指定一种简单的Swords&Dragons类型,并显示该工具生成的图。

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