Форма представления | Статьи в зарубежных журналах и сборниках |
Год публикации | 2021 |
Язык | английский |
|
Кугуракова Влада Владимировна, автор
|
Библиографическое описание на языке оригинала |
G.F. Sahibgareeva, V.V. Kugurakova. Branched Structure Component for a Video Game Scenario Prototype Generator // CEUR. Proceedings of the 23rd Conference on Scientific Services & Internet (SSI 2021). – 2021. – V.3066. – pp.101-111. |
Аннотация |
The task of automating the routine work of computer game writers, narrative designers, set forth
in earlier works, has been continued in the presented work. The issues of visualization of branching
narrative structures of computer games are considered, the analysis of various approaches to
visualization of the plot and other important components of a video game, such as, for example,
automatic balancing of quantitative parameters, is carried out.
The paper presents the chosen technological stack and gives specific solutions for storage in the
form of a structured scenario, allowing the generation of continuing story branches and testing the
narrative prototyping stage using the automatically generated text novel. |
Ключевые слова |
Interactive storytelling, computer games, game script, visualization, branched structures,
graphs, narrative prototyping, script prototype, GPT-2, ruGPT3, python, Unity |
Название журнала |
CEUR Workshop Proceedings
|
URL |
http://ceur-ws.org/Vol-3066/paper10.pdf |
Пожалуйста, используйте этот идентификатор, чтобы цитировать или ссылаться на эту карточку |
https://repository.kpfu.ru/?p_id=262220 |
Файлы ресурса | |
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Полная запись метаданных |
Поле DC |
Значение |
Язык |
dc.contributor.author |
Кугуракова Влада Владимировна |
ru_RU |
dc.date.accessioned |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.available |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.issued |
2021 |
ru_RU |
dc.identifier.citation |
G.F. Sahibgareeva, V.V. Kugurakova. Branched Structure Component for a Video Game Scenario Prototype Generator // CEUR. Proceedings of the 23rd Conference on Scientific Services & Internet (SSI 2021). – 2021. – V.3066. – pp.101-111. |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/?p_id=262220 |
ru_RU |
dc.description.abstract |
CEUR Workshop Proceedings |
ru_RU |
dc.description.abstract |
The task of automating the routine work of computer game writers, narrative designers, set forth
in earlier works, has been continued in the presented work. The issues of visualization of branching
narrative structures of computer games are considered, the analysis of various approaches to
visualization of the plot and other important components of a video game, such as, for example,
automatic balancing of quantitative parameters, is carried out.
The paper presents the chosen technological stack and gives specific solutions for storage in the
form of a structured scenario, allowing the generation of continuing story branches and testing the
narrative prototyping stage using the automatically generated text novel. |
ru_RU |
dc.language.iso |
ru |
ru_RU |
dc.subject |
Interactive storytelling |
ru_RU |
dc.subject |
computer games |
ru_RU |
dc.subject |
game script |
ru_RU |
dc.subject |
visualization |
ru_RU |
dc.subject |
branched structures |
ru_RU |
dc.subject |
graphs |
ru_RU |
dc.subject |
narrative prototyping |
ru_RU |
dc.subject |
script prototype |
ru_RU |
dc.subject |
GPT-2 |
ru_RU |
dc.subject |
ruGPT3 |
ru_RU |
dc.subject |
python |
ru_RU |
dc.subject |
Unity |
ru_RU |
dc.title |
Branched Structure Component for a Video Game Scenario
Prototype Generator |
ru_RU |
dc.type |
Статьи в зарубежных журналах и сборниках |
ru_RU |
|