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The Game Master : A take on procedurally generated game storylines

机译:游戏大师:以程序方式生成的游戏故事情节

摘要

As a collective, Mankind has always had a strong desire to obtain entertainment and create stories. From the beginning of our days to the point of technological advance of our era, leisure has adapted and grown to take advantage of the potential of whichever media was available. This is what made video games possible, and with their conception, Interactive Narrative, which allows us to take a role previously never experienced story telling, as spectators were never able to fully become a part of the lore of the story. Although this is a significant difference with traditional media, as soon as we allow our computer systems to be the conductor of our stories, to narrate them and modify them as we play, why can't we let them take care of making the story as well? In the course of this project we will explore the foundations of story generation and research how we could define creativity to a computer system. We will also consider what previous solutions have been implemented in the past and we will make a small, humble proposal of our own to attempt to answer one of the most complicated questions of this field: Can computer systems be creative?
机译:作为一个集体,人类一直渴望获得娱乐和创作故事。从我们的时代开始到我们时代的技术进步,休闲已经适应并发展起来,以利用任何可用的媒体的潜力。这就是使电子游戏成为可能的原因,其概念是“交互式叙事”,它使我们能够扮演以前从未经历过的故事讲述的角色,因为观众从未能够完全成为故事传说的一部分。尽管这与传统媒体存在显着差异,但只要我们允许计算机系统充当故事的指挥者,并在播放过程中对其进行叙述和修改,我们为什么不能让他们将故事制作成好?在这个项目的过程中,我们将探索故事产生的基础,并研究如何定义计算机系统的创造力。我们还将考虑过去已经实施了哪些以前的解决方案,并且我们将提出一个简短的谦虚建议,以尝试回答该领域最复杂的问题之一:计算机系统是否具有创造力?

著录项

  • 作者

    Lopez Latorre Maria;

  • 作者单位
  • 年度 2015
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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