A Unified Representation for Dialogue
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
REVIEWS Vis Et Virtus
IGN Entertainment Games: IGN | GameSpy | FilePlanet | TeamXbox | CCG | GameStats | Direct2Drive | What They Play | Battlefield Heroes IGN Entertainment Games: IGN | GameSpy | FilePlanet | TeamXbox | CCG | GameStats | Direct2Drive | What They Play | Battlefield Heroes Skins: NWN2 | NWN Welcome, The Web The Site Search Pailith St.. Profile | Logout Neverwinter Vault New | Pending List | Full Listings | Request Review | Reviewer Awards | Search Site Front Page REVIEWS Current News Archive Old News Archive NWN2 Community RATINGS News Vis et Virtus - Chapter 8 NWN Community News Gameplay : 8 Reviewers Forum Voting FAQ Created by Pailith Studios RP/Storytelling : 10 Reviewed by QSW Work to Do Action : 8.5 RSS Feeds Review Posted on 2009-10-03 Visuals : 9.5 Contacts Staff Quick Pros: Sound : 9 Help Replayability : 8 Buy NWN2 Amazing cut scenes, vivacious companions and gripping story. Download Full Games Polish : 6.5 My Profile Quick Cons: Solo : 8 Features Multiplayer : NA Some polish and debugging issues. Fun : 8.5 Neverwinter Nights 2 NWN2 Files Summary (No Spoilers) FINAL SCORE : 8.44 NWN2 Game Info Number of Players: 1 NWN2 Resources Hours of Game Play: 12 AWARDS NWN2 Community Character: Seiji Master of the Way Monk. Start Level: Master of the Way 38/Shadowdancer 1. Neverwinter Nights End Level: Master of the Way 39/Shadowdancer 1. NWN2 NWN NWN Files Hak Size: 325.07MB compressed. Death: Final (reload) unless raised by henchman. NWN Game Info Resting: Limited to every 4 in game hours. SCREENSHOTS NWN Resources Requires: (SoU & HoTU) NWN Community PNP conversion: No HOF NWN2 Original Hakpaks Vault Network Vis et Virtus is a saga of epic proportions acted out via the NWN1 game platform. -
Realistic Dialogue Engine for Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 1-5-2014 12:00 AM Realistic Dialogue Engine for Video Games Caroline M. Rose The University of Western Ontario Supervisor Mike Katchabaw The University of Western Ontario Graduate Program in Computer Science A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Science © Caroline M. Rose 2014 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Artificial Intelligence and Robotics Commons Recommended Citation Rose, Caroline M., "Realistic Dialogue Engine for Video Games" (2014). Electronic Thesis and Dissertation Repository. 2652. https://ir.lib.uwo.ca/etd/2652 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. REALISTIC DIALOGUE ENGINE FOR VIDEO GAMES (Thesis format: Monograph) by Caroline M. Rose Graduate Program in Computer Science A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Caroline M. Rose 2015 Abstract The concept of believable agent has a long history in Artificial Intelligence. It has applicability in multiple fields, particularly video games. Video games have shown tremendous technological advancement in several areas such as graphics and music; however, techniques used to simulate dialogue are still quite outdated. In this thesis, a method is proposed to allow a human player to interact with non-player characters using natural-language input. -
Microsoft Word 97 for Windows Sample Disseratation
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of Saskatchewan's Research Archive CONUNDRUM: A SERIOUS GAME INFORMED BY BLOOM’S TAXONOMY FOR TEACHING ETHICS AND SOCIAL ISSUES A Thesis Submitted to the College of Graduate Studies and Research In Partial Fulfillment of the Requirements For the Degree of Masters of Science In the Department of Computer Science University of Saskatchewan Saskatoon By Adam McKenzie Copyright Adam Kenneth McKenzie, March, 2013. All rights reserved. Permission to Use In presenting this thesis in partial fulfilment of the requirements for a Postgraduate degree from the University of Saskatchewan, I agree that the Libraries of this University may make it freely available for inspection. I further agree that permission for copying of this thesis in any manner, in whole or in part, for scholarly purposes may be granted by the professor or professors who supervised my thesis work or, in their absence, by the Head of the Department or the Dean of the College in which my thesis work was done. It is understood that any copying or publication or use of this thesis or parts thereof for financial gain shall not be allowed without my written permission. It is also understood that due recognition shall be given to me and to the University of Saskatchewan in any scholarly use which may be made of any material in my thesis. Requests for permission to copy or to make other use of material in this thesis in whole or part should be addressed to: Dr. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Toward a Deeper Understanding of Branching Dialogue Systems
TOWARD A DEEPER UNDERSTANDING OF BRANCHING DIALOGUE SYSTEMS LEANNE C. TAYLOR-GILES BFA (Creative Writing Production) Submitted in partial fulfilment of the requirements for the degree of Masters by Research. CREATIVE INDUSTRIES FACULTY QUEENSLAND UNIVERSITY OF TECHNOLOGY 2014 Leanne C. Taylor-Giles -- Understanding Branching Dialogue Systems Keywords Agency; branching dialogue systems; conversation architecture; creative writing; critical path; emergent narrative; emotional interface; immersion; interaction design; interactive narrative; literary criticism; narrative design; player character; practice-led; roleplaying video games; writing for video games. 2 – Creative Industries, QUT Understanding Branching Dialogue Systems – Leanne C. Taylor-Giles Abstract This exegesis addresses the concept of writing for video games, and specifically the branching dialogue systems available within contemporary roleplaying video games. It suggests a taxonomy for the critique of interactive narratives, and seeks to answer the question of whether branching dialogues may be separated from their medium in order to apply more traditional methods of literary criticism. The exegesis covers the critique of four contemporary roleplaying video games that are rated as the ‘best’ from among the offerings of the current video game development industry. It also examines the author’s personal works from both an internal and external standpoint, to further elucidate the aspects of writing for branching dialogues and interactive media that have yet to be discussed from a practitioner’s point of view within an academic context. As a conclusion, the exegesis presents a final project aimed at supporting the reflections and discoveries made throughout, providing a first-hand look at a game writer’s unedited creative process and the methods by which greater interactivity with non-player characters may be achieved. -
It Is in the Area Properties That You Can Customize an Area
THE BUILDERS PROJECT’S GUIDE TO BUILDING *** THE AURORA TOOLSET MANUAL VERSION 1.06 TABLE OF CONTENTS CHAPTER 1 USING THE TOOLSET.......................................................................................................................11 1.1 THE TOOLSET WINDOWS ....................................................................................................................... 11 1.1.1 The Module Structure Window.............................................................................................................. 11 1.1.2 The Main View Window ........................................................................................................................ 12 1.1.3 The Palette............................................................................................................................................. 13 CHAPTER 2 MODULES .............................................................................................................................................16 2.1 CREATING A NEW MODULE ................................................................................................................... 16 2.2 THE PROPERTIES OF A MODULE............................................................................................................. 20 2.2.1 The Basic Properties of a Module......................................................................................................... 20 2.2.2 The Events Properties of a Module...................................................................................................... -
Emulating Authentic Dialogue in Roleplaying Video Games
Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited ................................................................................................................................. -
Wetenschappelijke Verhandeling
UNIVERSITEIT GENT FACULTEIT POLITIEKE EN SOCIALE WETENSCHAPPEN MACHINIMA: SITUERING EN ONDERZOEK NAAR HET EDUCATIEF POTENTIEEL Wetenschappelijke verhandeling aantal woorden: 24909 BERT BESSEMS MASTERPROEF COMMUNICATIEWETENSCHAPPEN afstudeerrichting COMMUNICATIEMANAGEMENT PROMOTOR: DR. JAN VAN LOOY COMMISSARIS: FREDERIK DHAENENS COMMISSARIS: PETER MECHANT ACADEMIEJAAR 2009 - 2010 Abstract Machinima is een nieuwemediatechniek die gebruik maakt van videogames om films te produceren. Deze methode wordt gekenmerkt doordat ze snel en goedkoop is. Dit terwijl zij visueel minder sterk is dan klassieke film en animatie. Deze masterproef begint met een situering van het begrip aan de hand van een literatuurstudie. Achtereenvolgens beschrijf ik de historiek, de thema‟s en de toekomst van machinima. Daarnaast komen een aantal deelaspecten aan bod. Het zwaartepunt van het eerste deel is de bespreking van een SWOT-analyse. Het tweede deel omvat een literatuurstudie omtrent leertheorieën. Er worden een aantal theorieën geschetst die principes bevatten waar onderwijs in machinima baat bij kan hebben. Tevens wordt machinima hier geëvalueerd in twee categorieën: enerzijds als aan te leren set vaardigheden in hoofdzakelijk interdisciplinaire studierichtingen en als ondersteunend audiovisueel medium in traditioneel onderwijs. In deel drie komt de praktijk aan bod. Door middel van diepte-interviews en inhoudsanalyse schets ik twee cases: de cursus machinima aan de universiteit van Utah en een aantal workshops in drie verschillende fasen van ontwikkeling. Dit alles met het oog op het onderzoeken of machinima de nodige opportuniteiten biedt op het vlak van onderwijs. Er kan worden gesteld dat machinima educatief potentieel bezit. Dit getuigt het stelselmatig opnemen van machinima in interdisciplinaire curricula met de focus op computerwetenschappen en een combinatie tussen kunstrichtingen (animatie en film) en mediastudies. -
Neverwinter Nights
Neverwinter Nights Intro: The great city of Neverwinter on the continent of Faerun is a hub of adventure and intrigue (for at least two of these plots). A massive port city, much trade runs through the area and many nefarious groups would love to take the city for themselves. This world of Magic and Dragons is where you find yourself, awakening in the early morning in an area appropriate for the plot you choose. Age roll: 1d8 years plus race bonus. Plots: 1) Neverwinter Nights 1: The story of an academy student that saved Neverwinter from a plague then went on to even greater heights. You awaken in the academy barracks. 2) Shadows of Undrentide: A young Harpers apprentice fights to prevent the raising of a city. You start in the Hilltop Inn or Drogans home as apprpriate. 3) *Hordes of the Underdark: The story of a Hero being robbed of his pants then charging off through a great dungeon. You awaken in the Yawning Portal inn. 4) Neverwinter Nights 2: The story of an adopted child with a chunk of sword in there chest fighting an ancient guardian. You awaken in the West Harbor Inn or Daeghuns home as appropriate. 5) *Mask of the Betrayer: A great hero reduced to leaching off others attempts to make things right. You awaken either in the Mulsantir Inn or a cave as appropriate. 6) Storm of Zehir: A group of boat crash survivors attempt to talk the local government into letting them go free, things escalate. You awaken on a Beach, rather soaked. -
Neverwinter Nights Game Guide
Neverwinter Nights Game Guide Jacobin and conchate Silvain never hoidens dishonestly when Bryce unfreezes his tracheal. puzzles,Destructive but or Sullivan Rumanian, meagrely Horace scrawls never her interdigitate notelet. any halliard! Educible and Trinidadian Piet All things to neverwinter game engine for neverwinter astral diamonds, powerful members to enter them beforehand and favored class Rogues do this achievement will have any given to you for several black ice. When neverwinter nights guide as noted within is used to take your gaming since they will first chapter starts wailing death and gave him? This yet part all our NWN walkthrough is the sidequest guide for Blacklake and therefore Man's Land put in the PC RPG game Neverwinter Nights created by Bioware. Having made hallmark great first impression with its earlier Infinity Engine games they sought to cement their legacy obsolete one idea the separate's best and. Imala must of been doing circles with Ukko if Pendergrass had beaten her here. Directed by game guide to neverwinter nights at all rogue sorcerer or games cheaper with a plague, enter neverwinter nights. You decided the harm of Mephistopheles after a grueling battle left the assassin was legislation to Hardcore Rules or harder. The companions meet the captain of the Hellriders, or Foxy! Save games carrying him to. Ive seen my Elder Schools Legends for the Bosmer cards. You can create the night, places of chapter of my character with details for the game launcher by their ailment or. Pillars of Eternity II Deadfire is a Role-playing and Single-player video game. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Increasing Authorial Leverage in Generative Narrative Systems Permalink https://escholarship.org/uc/item/4dq8w2g9 Author Garbe, Jacob Publication Date 2020 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ INCREASING AUTHORIAL LEVERAGE IN GENERATIVE NARRATIVE SYSTEMS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Jacob Garbe September 2020 The Dissertation of Jacob Garbe is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Horswill Quentin Williams Acting Vice Provost and Dean of Graduate Studies Copyright c by Jacob Garbe 2020 Table of Contents List of Figures v Abstract xi Dedication xiii Acknowledgments xiv 1 Introduction 1 1.0.1 Traversability . 11 1.0.2 Authorability . 16 1.0.3 MDA Framework . 25 1.0.4 System, Process, Product . 26 1.0.5 Axes of Analysis . 27 1.0.6 PC3 Framework . 28 1.0.7 Progression Model . 29 1.1 Contributions . 31 1.2 Outline . 32 2 Ice-Bound 34 2.1 Experience Challenge . 35 2.2 Related Works . 41 2.2.1 Non-Digital Combinatorial Fiction . 41 2.2.2 Digital Combinatorial Fiction . 51 2.3 Relationship to Related Works . 65 2.4 System Description . 66 2.4.1 Summary . 66 2.5 The Question of Authorial Leverage . 78 2.5.1 Traversability . 78 2.5.2 Authorability . 85 2.6 System Summary .