In game design,how to balance narrative coherence and procedural level generation has always been a difficult problem.This paper proposes a method that can automatically extract playable narrative units from story tex...In game design,how to balance narrative coherence and procedural level generation has always been a difficult problem.This paper proposes a method that can automatically extract playable narrative units from story texts and combine them with dynamically generated levels.This method relies on deep semantic parsing,structured segmentation and playability constraints to decompose narrative text into atomic fragments that can be transformed into interactive environments.The system design is divided into two stages:In the first stage,narrative extraction is completed through dependency relationship and discourse analysis;The second stage achieves adaptive level generation by means of constraint-driven grammar and reinforcement feedback.The experiment was based on 124,600 narrative samples from mythological,fantasy and contemporary interactive novels,generating 19,420 independent narrative units and 1,250 levels.Compared with the random concatenation and grammar branch methods,this method significantly improves in narrative coherence,diversity and playability.Specifically,the average coherence score reached 7.83±0.42,which was significantly higher than 6.11±0.51 of the Grammar-driven method.The narrative-mechanism correspondence index reached 0.74±0.03,exceeding the current benchmark.The overall results show that the combination of narrative extraction and procedural generation can not only maintain the integrity of the story but also provide a feasible direction for the flexibility and scalability of the game.展开更多
The world's population is becoming increasingly urbanized, and some argue that advancement of technology along with the commercialization of cities has become a hurdle for interaction of city dwellers with each other...The world's population is becoming increasingly urbanized, and some argue that advancement of technology along with the commercialization of cities has become a hurdle for interaction of city dwellers with each other and the city itself. In Playable Cities, edited by Anton Nijholt, several researchers pose ideas for "smart cities"-- developing current metropolitan hubs to allow citizens to "playfully connect with [their] environments, and with one another, by way of environments." This involves utilizing underused public data sources and technology so that citizens can have a more active role in the advancement of their city.展开更多
Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present uniqu...Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.展开更多
文摘In game design,how to balance narrative coherence and procedural level generation has always been a difficult problem.This paper proposes a method that can automatically extract playable narrative units from story texts and combine them with dynamically generated levels.This method relies on deep semantic parsing,structured segmentation and playability constraints to decompose narrative text into atomic fragments that can be transformed into interactive environments.The system design is divided into two stages:In the first stage,narrative extraction is completed through dependency relationship and discourse analysis;The second stage achieves adaptive level generation by means of constraint-driven grammar and reinforcement feedback.The experiment was based on 124,600 narrative samples from mythological,fantasy and contemporary interactive novels,generating 19,420 independent narrative units and 1,250 levels.Compared with the random concatenation and grammar branch methods,this method significantly improves in narrative coherence,diversity and playability.Specifically,the average coherence score reached 7.83±0.42,which was significantly higher than 6.11±0.51 of the Grammar-driven method.The narrative-mechanism correspondence index reached 0.74±0.03,exceeding the current benchmark.The overall results show that the combination of narrative extraction and procedural generation can not only maintain the integrity of the story but also provide a feasible direction for the flexibility and scalability of the game.
文摘The world's population is becoming increasingly urbanized, and some argue that advancement of technology along with the commercialization of cities has become a hurdle for interaction of city dwellers with each other and the city itself. In Playable Cities, edited by Anton Nijholt, several researchers pose ideas for "smart cities"-- developing current metropolitan hubs to allow citizens to "playfully connect with [their] environments, and with one another, by way of environments." This involves utilizing underused public data sources and technology so that citizens can have a more active role in the advancement of their city.
文摘Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.