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Network-Based Procedural Story Generation

Published: 12 September 2018 Publication History

Abstract

Procedural story generation has become an important research area due to its attractiveness to computer entertainment applications. Several approaches have been proposed to create procedural stories for games based mainly on logic programming and decision trees. These approaches use a set of possible events that are executed based on how the player interacts with the story. However, these approaches commonly use a fixed set of characters with predefined relationships. In contrast, in this article, we propose an approach that creates dynamic stories based on two networks: a handcrafted event network and a dynamic artificial social network created for each new story. This allows each story to have its own set of characters with a unique relationship network, resulting in an even wider range of possible stories. We demonstrate this with some examples and discuss how this approach can be implemented for interactive computer entertainment systems, such as video games.

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Cited By

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  • (2021)Application of Graphs for Story Generation in Video GamesProceedings of the 2021 Australasian Computer Science Week Multiconference10.1145/3437378.3442693(1-6)Online publication date: 1-Feb-2021

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Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 16, Issue 3
Theoretical and Practical Computer Applications in Entertainment
September 2018
127 pages
EISSN:1544-3574
DOI:10.1145/3236468
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 12 September 2018
Accepted: 01 January 2018
Revised: 01 November 2017
Received: 01 August 2017
Published in CIE Volume 16, Issue 3

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Author Tags

  1. Procedural story generation
  2. complex networks
  3. digital entertainment
  4. network science
  5. social networks
  6. storytelling

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Cited By

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  • (2021)Application of Graphs for Story Generation in Video GamesProceedings of the 2021 Australasian Computer Science Week Multiconference10.1145/3437378.3442693(1-6)Online publication date: 1-Feb-2021

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