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2012/11/05, MC103, 12 - 12:30
Procedural Narrative Generation in Video Games
Ben
Kybartas
, Master's student
Area:
computer games
Abstract:
Using procedural narrative generation in video games provides a
flexible way to extend gameplay and provide more depth to the game world at
low cost to the developers. Current examples of narrative generation in
commercial games, however, tend to be simplistic, resulting in repetitive
and uninteresting stories. In this talk, we will present the challenges and
benefits of narrative generation. Our system, called ReGEN, is developed
for narrative generation using a context-aware graph rewriting framework.
ReGEN uses a graph representation of the game world to create narratives
which reflect and modify the current world state. Using a novel set of
metrics to evaluate narrative quality, the approach is validated by
comparing the generated narratives to other procedurally generated stories,
as well as to authored narratives from commercially successful and
critically praised games. The results show that our generated narratives
compare favourably to authored narratives. ReGEN's metrics provide a new
approach to narrative analysis, and the system provides a unique and
practical approach to story generation.
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