DocumentCode
86069
Title
Analysis of ReGEN as a Graph-Rewriting System for Quest Generation
Author
Kybartas, Ben ; Verbrugge, Clark
Author_Institution
Sch. of Comput. Sci., McGill Univ., Montréal, QC, Canada
Volume
6
Issue
2
fYear
2014
fDate
Jun-14
Firstpage
228
Lastpage
242
Abstract
Using procedural narrative generation in video games provides a flexible way to extend game play 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 paper, we develop a system for narrative generation using a context-aware graph-rewriting framework. We use 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, we validate our approach by comparing our 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 narratives compare favorably to the authored narratives. Our metrics provide a new approach to narrative analysis, and our system provides a unique and practical approach to story generation.
Keywords
computer games; graph theory; humanities; rewriting systems; ReGEN analysis; commercial games; context-aware graph-rewriting framework; game play; graph representation; narrative analysis; narrative generation; narrative quality evaluation; procedural narrative generation; quest generation; story generation; video games; Abstracts; Complexity theory; Context; Games; Grammar; Measurement; Planning; Computer games; graph rewriting; narrative; procedural content generation;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2013.2290088
Filename
6657816
Link To Document