Форма представления | Статьи в зарубежных журналах и сборниках |
Год публикации | 2021 |
Язык | английский |
|
Кугуракова Влада Владимировна, автор
Сахибгареева Гульнара Фаритовна, автор
|
Библиографическое описание на языке оригинала |
Sahibgareeva G.F, Kugurakova V.V., Branched Structure Component for a Video Game Scenario Prototype Generator//CEUR Workshop Proceedings. - 2021. - Vol.3066, Is.. - P.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 |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85122702449&partnerID=40&md5=1dc942356f163ec9d6b1f75f7b663cab |
Пожалуйста, используйте этот идентификатор, чтобы цитировать или ссылаться на эту карточку |
https://repository.kpfu.ru/?p_id=262222 |
Полная запись метаданных |
Поле DC |
Значение |
Язык |
dc.contributor.author |
Кугуракова Влада Владимировна |
ru_RU |
dc.contributor.author |
Сахибгареева Гульнара Фаритовна |
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 |
Sahibgareeva G.F, Kugurakova V.V., Branched Structure Component for a Video Game Scenario Prototype Generator//CEUR Workshop Proceedings. - 2021. - Vol.3066, Is.. - P.101-111. |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/?p_id=262222 |
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 |
|