Форма представления | Статьи в зарубежных журналах и сборниках |
Год публикации | 2024 |
Язык | английский |
|
Кугуракова Влада Владимировна, автор
Нурлыгаянов Никита Рамильевич, автор
|
Библиографическое описание на языке оригинала |
Nurlygaianov, N.R., Kugurakova, V.V. A New Approach to Creating a Corpus of Video Game Texts. Autom. Doc. Math. Linguist. 58 (Suppl 4), S234–S240 (2024). https://doi.org/10.3103/S000510552570030X (Springer Nature Link) |
Аннотация |
The problem of high and increasing cost of video game development is considered, and to solve it is proposed to apply procedural content generation, which will reduce development costs. The work is a part of a large-scale research on automatic prototyping of video games and is devoted to the processing of game scenarios, i.e. natural language texts. It is proposed to extract the necessary entities from the scripts and pass them to further steps of the algorithm, which will generate game resources based on the textual descriptions. There are several publications devoted to game text processing, in which several different structures for storing the extracted information are proposed. In this paper we propose a universal format that is suitable for processing the text of any video game and allows to create a corpus of texts for use in further research and automatic generation of game prototypes. |
Ключевые слова |
PCG, NLP, разработка видеоигр, корпус |
Название журнала |
AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS
|
URL |
https://link.springer.com/article/10.3103/S000510552570030X?utm_source=rct_congratemailt&utm_medium=email&utm_campaign=nonoa_20250326&utm_content=10.3103/S000510552570030X#citeas |
Пожалуйста, используйте этот идентификатор, чтобы цитировать или ссылаться на эту карточку |
https://repository.kpfu.ru/?p_id=311782 |
Полная запись метаданных  |
Поле DC |
Значение |
Язык |
dc.contributor.author |
Кугуракова Влада Владимировна |
ru_RU |
dc.contributor.author |
Нурлыгаянов Никита Рамильевич |
ru_RU |
dc.date.accessioned |
2024-01-01T00:00:00Z |
ru_RU |
dc.date.available |
2024-01-01T00:00:00Z |
ru_RU |
dc.date.issued |
2024 |
ru_RU |
dc.identifier.citation |
Nurlygaianov, N.R., Kugurakova, V.V. A New Approach to Creating a Corpus of Video Game Texts. Autom. Doc. Math. Linguist. 58 (Suppl 4), S234–S240 (2024). https://doi.org/10.3103/S000510552570030X (Springer Nature Link) |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/?p_id=311782 |
ru_RU |
dc.description.abstract |
AUTOMATIC DOCUMENTATION AND MATHEMATICAL LINGUISTICS |
ru_RU |
dc.description.abstract |
The problem of high and increasing cost of video game development is considered, and to solve it is proposed to apply procedural content generation, which will reduce development costs. The work is a part of a large-scale research on automatic prototyping of video games and is devoted to the processing of game scenarios, i.e. natural language texts. It is proposed to extract the necessary entities from the scripts and pass them to further steps of the algorithm, which will generate game resources based on the textual descriptions. There are several publications devoted to game text processing, in which several different structures for storing the extracted information are proposed. In this paper we propose a universal format that is suitable for processing the text of any video game and allows to create a corpus of texts for use in further research and automatic generation of game prototypes. |
ru_RU |
dc.language.iso |
ru |
ru_RU |
dc.subject |
PCG |
ru_RU |
dc.subject |
NLP |
ru_RU |
dc.subject |
разработка видеоигр |
ru_RU |
dc.subject |
корпус |
ru_RU |
dc.title |
A New Approach to Creating a Corpus of Video Game Texts |
ru_RU |
dc.type |
Статьи в зарубежных журналах и сборниках |
ru_RU |
|