Playing with Data: Procedural Generation of Adventures from Open Data
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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? . -
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. -
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. -
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 ................................................................................................................................. -
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 . -
Exploring Player Roles and Role Affordance in Video Games1 In
1 “Select the Type of Experience You Would Like to Have”: Exploring Player Roles and Role Affordance in Video Games1 In the conclusion to Play Between Worlds, T.L. Taylor tells game designers and critics, “[r]ather than simply being frustrated about players who do not play a game ‘right’ or who ‘mess up’ otherwise perfect systems . we need to take seriously the range of interventions that occur and why” they occur when players engage with video games (158-59). In other words, it would be a mistake to focus our attention on game systems and possibility spaces while ignoring or disparaging player agency. Even just within the genre of role-playing games (RPGs, referring in this essay only to the video game variety, though the genre sprang from and still thrives in other media), the wide variety of available experiences has spawned communities of players who fiercely advocate for their favorite games and playstyles.2 To date, analysis of these diverse game experiences has primarily focused on genres, player types, or possibility spaces, approaches that have all demonstrated their value to game criticism and design. In this essay, however, I argue that these approaches should be supplemented with an analysis of the roles players assume in relation to games (and to their communities and storyworlds). Analysis of player roles—and of the dynamics of role affordance involving designers as well as players—helps bridge the gap between existing analyses of player types and possibility spaces. Player types analysis has tended to focus on player identities -
Framework for Developing Interactive 360-Degree Video Adventure Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Rodrigues Co-Supervisor: Rui Nóbrega July 20, 2019 Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação July 20, 2019 Abstract Making game environments, be it in 2D or 3D is an extremely laborious and skill intensive task. 360o content is a visual medium known for its increased spatial immersion and potential enhance- ment of the users’ emotional response to content [EEW18]. The possibility of using interactive 360o video or images as the game environments will allow talent to invest their creativity into other crucial aspects of game design such as narrative, sound and game mechanics. Adventure games belong in a diverse genre comprising many different types of experiences and sub-genres, from text-based adventures to puzzle-oriented point-and-click games, a cinematic experience with player choices or even a mixture of crime investigation with courtroom drama. In essence, games with simpler means of user input and a bigger focus on interactive narratives and storytelling - a very relevant field at the cutting edge of virtual reality research [RTGG17]. Further- more these games feature entirely non reflex based mechanics making the genre of "Adventure" the most fitting for integration with 360-degree visual media. This dissertation presents a framework that will allow the streamlining of the creative process of these experiences by giving creators the tools to make a fully-fledged virtual reality adventure game with 360 visual media as an interactive setting. -
Procedural Generation and Information Games
Generative Forensics: Procedural Generation and Information Games Michael Cook [email protected] School of Electrical Engineering and Computer Science Queen Mary University of London ABSTRACT Common justifications for the use of PCG in game design isthat Procedural generation is used across game design to achieve a it increases replayability or reduces development cost or complexity wide variety of ends, and has led to the creation of several game [22]. Although these claims regularly appear in academic papers subgenres by injecting variance, surprise or unpredictability into about PCG, to our knowledge there are no studies to support either otherwise static designs. Information games are a type of mystery claim, and in our experience adding PCG can actually increase the game in which the player is tasked with gathering knowledge and complexity of the development process. A better justification for developing an understanding of an event or system. Their reliance PCG is that it enables new kinds of game design, by changing the on player knowledge leaves them vulnerable to spoilers and hard to player’s relationship with the game’s systems, or allowing the de- replay. In this paper we introduce the notion of generative forensics velopers to work at a scale that would be otherwise impractical. The games, a subgenre of information games that challenge the player best-known example of this is Spelunky, a blend of platformer and to understand the output of a generative system. We introduce roguelike [15]. In his book of the same name [24], designer Derek information games, show how generative forensics develops the Yu explained that the use of procedural generation in Spelunky idea, report on two prototype games we created, and evaluate our was intended to reduce the reliance on rote learning in platformers, work on generative forensics so far from a player and a designer by making levels unpredictable. -
Alignment of Player and Non-Player Character Assertiveness Levels
Alignment of Player and Non-Player Character Assertiveness Levels António Penalva Carneiro Pacheco Instituto Superior Técnico Porto Salvo, Portugal [email protected] ABSTRACT Game adaptation has been shown to increase player en- In video game development, appealing to a large audience is joyment [1]. Effective approaches to the adaptation process one of the key factors to a successful game. Adapting games include taking into account the player’s performance, tactics, to the player’s profile has the potential to broaden the games’ strategies and profile [2, 16]. target audience. Companion Non-Player Characters(NPCs) In this work we propose adapting NPC companions to the have a large potential influence on the player’s experience. player’s profile. Taking Media Equation’s finding that the Based on the law of similarity-attraction, we propose adapt- law of similarity-attraction applies to relationships between ing companion NPC to the player’s profile, more specifically, people and computers [25], we propose adapting the NPC’s aligning the NPC’s assertiveness level to the player’s own as- behavior to exhibit assertiveness levels that align with the sertiveness level. We developed a testbed game, a 2D puzzle player’s own. platformer with a companion NPC, with two versions of the For the purposes of evaluation, we predict that the player NPC’s behavior, one for each end of the assertiveness scale. will perceive the NPC endowed with assertive characteris- We conducted a 2x2, between-subjects experiment (n=48), tics as assertive and the NPC endowed with non-assertive in which Assertive and Non-Assertive subjects were ran- characteristics as non-assertive (Hypothesis H1). -
One Hundred Years of Chemical Warfare: Research
Bretislav Friedrich · Dieter Hoffmann Jürgen Renn · Florian Schmaltz · Martin Wolf Editors One Hundred Years of Chemical Warfare: Research, Deployment, Consequences One Hundred Years of Chemical Warfare: Research, Deployment, Consequences Bretislav Friedrich • Dieter Hoffmann Jürgen Renn • Florian Schmaltz Martin Wolf Editors One Hundred Years of Chemical Warfare: Research, Deployment, Consequences Editors Bretislav Friedrich Florian Schmaltz Fritz Haber Institute of the Max Planck Max Planck Institute for the History of Society Science Berlin Berlin Germany Germany Dieter Hoffmann Martin Wolf Max Planck Institute for the History of Fritz Haber Institute of the Max Planck Science Society Berlin Berlin Germany Germany Jürgen Renn Max Planck Institute for the History of Science Berlin Germany ISBN 978-3-319-51663-9 ISBN 978-3-319-51664-6 (eBook) DOI 10.1007/978-3-319-51664-6 Library of Congress Control Number: 2017941064 © The Editor(s) (if applicable) and The Author(s) 2017. This book is an open access publication. Open Access This book is licensed under the terms of the Creative Commons Attribution-NonCommercial 2.5 International License (http://creativecommons.org/licenses/by-nc/2.5/), which permits any noncom- mercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made. The images or other third party material in this book are included in the book's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the book's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. -
Development of a Tactics RPG for Android Tablets
Development of a Tactics RPG for Android Tablets A Major Qualifying Project Report: Submitted to the faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements for the Degree of Bachelor Science By: ___________________________________________ Dillon Lankenau Interactive Media and Game Development (Art) ___________________________________________ Gregory Tersoff Computer Science, Interactive Media and Game Development (Tech) Date: Thursday, May 1, 2014 Approved: ___________________________________________ Professor David C. Brown, Computer Science, Major Advisor ___________________________________________ Professor Britton Snyder, Interactive Media and Game Development (Art), Major Advisor 1 Abstract Our project consisted of creating a Tactics Role-Playing Game to be played on Android devices. This entailed creating our own rule set, game engine, menu interface, art assets, and game instance. In particular, there was an increased focus on optimal use of touch interfaces, good interface design, and potential for use by non-programmers. Supplementing our game, we also developed 3d printed models to act as building blocks to construct a board in physical space. 2 Acknowledgements: We would like to thank Professor Britton Snyder and Professor David Brown for their continued advice and assistance throughout our project. We’d also like to thank Professor Chrysanthe Demetry for her assistance during the initial stages of our project. Finally, we’d like to thank Daniel Irizarry for allowing us to use his tablet during -
A Unified Representation for Dialogue
A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters by Philip Hanson A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Computer Science by May 2010 APPROVED: Professor Charles Rich, Major Thesis Advisor Professor Michael Gennert, Head of Department Abstract Most computer game characters are either \talkers," i.e., they engage in dialogue with the player, or “fighters," i.e., they engage in actions against or with the player, and that may affect the vir- tual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computa- tional linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games. Acknowledgements I would like to thank my advisor, Prof. Charles Rich, for his dedication, attention to detail, and professionalism in preparing this thesis, as well as the Computer Science department and faculty for their support during my graduate studies. This thesis would not have been possible without the encouragement and patient endurance of my family. I would especially like to express gratitude to my parents, John and Carolyn Hanson, for their wisdom and love during this extended process. Thank you for providing a model I can aspire to emulate. Finally, I would like to thank the network of friends, colleagues, and mentors who provided inspiration, insight, and stimulating conversation to keep me going.