Personalized Quest and Dialogue Generation in Role-Playing Games: A Knowledge Graph- and Language Model-based Approach

被引:17
作者
Ashby, Trevor [1 ]
Webb, Braden [1 ]
Knapp, Gregory [1 ]
Searle, Jackson [1 ]
Fulda, Nancy [1 ]
机构
[1] Brigham Young Univ, Provo, UT 84604 USA
来源
PROCEEDINGS OF THE 2023 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2023) | 2023年
关键词
computational creativity; human-AI co-creativity; human-computer interaction; narrative; GPT-2; large-scale language models; language model; transformers; knowledge graph; World of Warcraft; English; NPC dialogue; procedural content generation; text generation; video games; natural language processing; RPG; MMORPG; quest; quests; dynamic quest generation; knowledge-grounded text generation;
D O I
10.1145/3544548.3581441
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Procedural content generation (PCG) in video games offers unprecedented opportunities for customization and user engagement. Working within the specialized context of role-playing games (RPGs), we introduce a novel framework for quest and dialogue generation that places the player at the core of the generative process. Drawing on a hand-crafted knowledge base, our method grounds generated content with in-game context while simultaneously employing a large-scale language model to create fluent, unique, accompanying dialogue. Through human evaluation, we confirm that quests generated using this method can approach the performance of hand-crafted quests in terms of fluency, coherence, novelty, and creativity; demonstrate the enhancement to the player experience provided by greater dynamism; and provide a novel, automated metric for the relevance between quest and dialogue. We view our contribution as a critical step toward dynamic, co-creative narrative frameworks in which humans and AI systems jointly collaborate to create unique and user-specific playable experiences.
引用
收藏
页数:20
相关论文
共 62 条
  • [31] Kreminski M., 2021, P AAAI C ART INT DIG, V17, P156
  • [32] Kristen K Yu, 2020, AIIDE WORKSH, P8
  • [33] Lee Y.-S., 2012, Proceedings of the Workshop at SIGGRAPH Asia, P47, DOI [10.1145/2425296.2425304, DOI 10.1145/2425296.2425304]
  • [34] Striving for Author-Friendly Procedural Dialogue Generation Paper
    Lessard, Jonathan
    Brunelle-Leclerc, Etienne
    Gottschalk, Timothy
    Jette-Leger, Marc-Antoine
    Prouveur, Odile
    Tan, Christopher
    [J]. PROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17), 2017,
  • [35] Li Boyang, 2010, P AAAI C ART INT INT, V6, P45
  • [36] Li Junyi, 2021, PRETRAINED LANGUAGE, DOI [10.48550/arXiv. 2105.10311, DOI 10.48550/ARXIV.2105.10311]
  • [37] Liang Paul Pu, 2021, UNDERSTANDING MITIGA, DOI [10.48550/ARXIV.2106.13219, DOI 10.48550/ARXIV.2106.13219]
  • [38] Lin H, 2020, LANGUAGE MODELS ARE, V33, P1877, DOI DOI 10.48550/ARXIV.2005.14165
  • [39] Martin Lara Jean, 2021, THESIS
  • [40] Mojang Studios, 2011, Minecraft